// ------------------------------------------------------------------------------------ // // Knockout Custom Weapons V5.3.7 // ------------------------------------------------------------------------------------ // // Combo pack of New Old Weapons Pack V2.1.5 + Tangerine Paint & Grunt's Weapon Addons V2 // ------------------------------------------------------------------------------------ // // Some of this is not needed, too lazy to cleanup atm // ------------------------------------------------------------------------------------ // //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //--New-Old Weapons Pack Entries---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "custom_items_game" { "items" { //-------------------------------- //-------------------------------- //--CROWBAR STUFF - 3300 ~ 3309 -- //-------------------------------- //-------------------------------- "3300" // This number corresponds DIRECTLY to the item ID, even if they already exist. Set this to a -new- number if you want to ADD a weapon! My mods will hang around the 3300+ range. { "name" "TF_WEAPON_CROWBAR" // Just an internal name for all I'm concerned. "prefab" "weapon_bat" // The weapon type this is based on! Duh. You can set info manually too, but this will do the job most of the time. "show_in_armory" "1" // IMPORTANT IMPORTANT IMPORTANT!!! You NEED this for unlockables!!! Without this, it won't appear in your inventory to select! "item_quality" "rarity3" // NEW As of 2.2.5 - a new-ish item quality! It's an off-lavender, not too dissimilar from Stock, and not as visually loud as the Yellow of Unique Quality "item_name" "The Crowbar" // The name of the item. "item_type_name" "#TF_Weapon_Crowbar" // The kind of item it is, in very simplest terms! Probably the same as the name! "item_description" "Good for bashing a chucklehead's skull in. Weapon from: New Old Weapons Pack" // A funny description! Try to keep this short. It can be anything you want, but I'd try to stick with small quotes. Use TF2C's own descriptions as a style-guide. "item_logname" "crowbar" // What you see pop up in the console! Probably just copy the internal name you set. "item_iconname" "crowbar" // A kill-icon!! It's not exactly easy to add new kill-icons, so you can leave this empty or omit it entirely if you like. It just defaults to the weapon type you're using as a base, anyway. "image_inventory" "backpack/weapons/w_models/w_crowbar" // Backpack image. Just one needed! ALSO, how this is set up, it searches for a file named "w_crowbar_large.vmt", located in "materials/backpack/weapons/w_models"! Be wary! "model_world" "models/weapons/w_models/w_crowbar_scout.mdl" "model_player" "models/weapons/v_models/v_crowbar_scout.mdl" "attach_to_hands" "2" // 1 is c_models, 2 is v & w models. Here, it's gonna be 2. "used_by_classes" { "scout" "1" // Who can equip it. Duh. If it's multi-class, you can specify to have it in a different wep slot (IE: stock shotgun for Engineer) } "static_attrs" { "min_viewmodel_offset" "5 0 -10" // Just a fix to tidy up the viewmodels in Minimal Viewmodel mode! Otherwise they look kinda weird for some weapons - like these allclass melees! } "visuals" // This is just for consistency! { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3301" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_shovel" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "For bashing supply-crates and anyone that dares try to steal them from me! Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_soldier.mdl" "model_player" "models/weapons/v_models/v_crowbar_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3302" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" " Weapon from: New Old Weapons Pack" // No description. Pyro's weapons don't have descriptions, generally, beside the to-the-point descriptive ones. "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_pyro.mdl" "model_player" "models/weapons/v_models/v_crowbar_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3303" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "They come wide at me, this'll pry their eyes right out 'a their noggins! Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_demoman.mdl" "model_player" "models/weapons/v_models/v_crowbar_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_Null" // From here on are sounds for the Bottle variant. But, I'm not actually switching this over, since in 2.0.2, the bottle has some hardcoded glass particles on hit when it's "broken"... "sound_single_shot" "Weapon_Crowbar.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar_HL1.HitWorld" "sound_double_shot" "Weapon_Crowbar.HitFlesh" "sound_double_shot_npc" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3304" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_fists" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Tiny little Crowbar is good for crushing tiny boxes and tiny heads. Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_heavy.mdl" // Heavy usually doesn't have the animations for non-Fist melees - so I had to improvise. It's on bip_hand_r instead! "model_player" "models/weapons/v_models/v_crowbar_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" // This is a bit weird - but this essentially makes him always do his crit-punch animation when swinging. As it so happens - the hand he holds the melee with is in that hand! { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3305" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_wrench" "show_in_armory" "1" "anim_slot" "secondary" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Functions identically to the Wrench A good ol' number for building construction! Weapon from: New Old Weapons Pack" // Take note of the Unique part at the end. If a weapon has an important function as a stock, it's good to clarify a weapon is a reskin of that. "item_logname" "crowbar" // ALSO, no, that weird space is NOT a mistake. This is a hacky way to get the game to make a New-Line (Thanks to NotSuspect for finding this). In lieu of the inability to just add \n and have it work, anyway... "item_iconname" "crowbar" // Please keep this in mind as you see these weird spaces all throughout this file! They'll mostly be used for readability and / or to separate flavor text from stats. "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_engineer.mdl" "model_player" "models/weapons/v_models/v_crowbar_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_Crowbar_HL1.HitWorld" // Some weapons have "unique" sounds - which can usually be found labeled special1, 2, and 3. This one is for building construction! "animation_replacement" // These are a much more neutral position to hold stuff from than melee - so we'll use that! { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3306" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Truly, a good Doctor's weapon of choice! Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_medic.mdl" "model_player" "models/weapons/v_models/v_crowbar_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3307" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_club" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "An ol' Crowbar is always handy in the field. Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_sniper.mdl" "model_player" "models/weapons/v_models/v_crowbar_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3308" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_knife" // YES, you can backstab with this! "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Functions identically to the Knife A tool for infiltration - and self-defense. Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_spy.mdl" "model_player" "models/weapons/v_models/v_crowbar_spy.mdl" // This supports Spy's new bloody knife feature, too. "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" // For weapons that have taunts that actually do stuff, put this so it doesn't get interrupted by other taunts! (Like Thriller) } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3309" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_umbrella" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Functions identically to the Umbrella This used to belong to an old bodyguard of mine, but I need this more than he does! Weapon from: New Old Weapons Pack" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_civilian.mdl" "model_player" "models/weapons/v_models/v_crowbar_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" // So he isn't posing strangely with the Crowbar in the Character Select screen! "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" // Theoretically would make the Boost animations play in world view, but still doesn't. Damn. { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------- //----------------------------------- //--FRYING PAN STUFF - 3310 ~ 3319 -- //----------------------------------- //----------------------------------- "3310" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" " Oh, what's the matter, you can't hear me? Here, lemme fix that, pal. Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_scout.mdl" "model_player" "models/weapons/v_models/v_frying_pan_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "mod rage on hit bonus" // Display-only joke! { "attribute_class" "strange_restriction_type_1" // This, in theory, means that it doesn't even frickin' do anything accidentally if they add in a Rage modifier (a-la Buff Banner) "value" "100" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" // Some sounds are different from live TF2's just for extra effect, like this clattering when picking up or dropping a pan! "drop_sound" "#ui/item_metal_pot_drop.wav" } "3311" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_shovel" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "This Frying Pan has seen the horrors of War - and of spoiled soup! Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_soldier.mdl" "model_player" "models/weapons/v_models/v_frying_pan_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3312" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" " Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_pyro.mdl" "model_player" "models/weapons/v_models/v_frying_pan_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3313" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "The taste 'a bacon-grease is nary pleasant. Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_demoman.mdl" "model_player" "models/weapons/v_models/v_frying_pan_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "TFPlayer.DoubleDonk" // Meme sound! G o o d . "sound_single_shot" "FryingPan.HitFlesh" "sound_single_shot_npc" "FryingPan.HitWorld" "sound_double_shot" "FryingPan.HitFlesh" "sound_double_shot_npc" "FryingPan.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3314" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_fists" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "I have killed mother bear with this. I will kill tiny-baby men with this, too. Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_heavy.mdl" "model_player" "models/weapons/v_models/v_frying_pan_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" } } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3315" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_wrench" "show_in_armory" "1" "anim_slot" "secondary" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Functions identically to the Wrench Not my first choice, but it'll do for hammerin'. Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_engineer.mdl" "model_player" "models/weapons/v_models/v_frying_pan_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "mod rage on hit bonus" // Display-only joke! Most other classes don't have it, but Engi does - for a VERY insidious reason. { "attribute_class" "strange_restriction_type_1" "value" "100" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "FryingPan.HitFlesh" // Yes, you're reading that right. This thing makes pan noises when building. I hope you hate it <3 // "sound_special2" "FryingPan.HitWorld" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3316" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "My Diagnosis: 'Chronic Acoustic Trauma'! Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_medic.mdl" "model_player" "models/weapons/v_models/v_frying_pan_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3317" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_club" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Must-have for cooking and bludgeoning in the great outdoors! Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_sniper.mdl" "model_player" "models/weapons/v_models/v_frying_pan_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3318" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_knife" // YES, YOU CAN BACKSTAB WITH THIS!! "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Functions identically to the Knife When caught empty-handed, sometimes you must improvise to escape alive. Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_spy.mdl" "model_player" "models/weapons/v_models/v_frying_pan_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" // The succulent sound of a Frying Pan smashing against somebody's spine. Bliss. "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3319" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_umbrella" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Frying Pan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Functions identically to the Umbrella When I'm having a fine breakfast one moment, and running for my life the next! Weapon from: New Old Weapons Pack" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_civilian.mdl" "model_player" "models/weapons/v_models/v_frying_pan_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt06" // So he isn't posing strangely with the Pan. The pose looks really odd for shorter items, too. "min_viewmodel_offset" "5 0 -10" } "attributes" { "mod rage on hit bonus" // Display-only joke! Same deal as Scout and Engi. { "attribute_class" "strange_restriction_type_1" "value" "100" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } //--------------------------------- //--------------------------------- //--OBJECTOR STUFF - 3320 ~ 3329 -- Everything here is shifted to be next to the Crowbar and the Frying Pan. Original range was 3390 - 3399! //--------------------------------- //--------------------------------- "3320" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) 'Please save the whales by not smoking cigarettes anymore (or I'll call 9-1-1 on you!)' Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_scout.mdl" // What I should note, is that this item comes with customizable images! "model_player" "models/weapons/v_models/v_picket_scout.mdl" // You'll probably have seen the folder for it. Just shove some .vtf files in there and it's done! Each team gets one team-unique texture. "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "particle on melee hit" "impact_wood" // New secret attribute shh. This changes the particles on melee hit. This one is good for "shitty wood weapons" - something the Objector clearly falls into! "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" // This one pulls its sounds from multiple different weps. I... think that's fine? "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" // If it gets to be a problem for like, sound mods, let me know!! "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" // This item sound goes unused normally - I start using it here for "mixed" material weapons "drop_sound" "#ui/item_wood_weapon_drop.wav" // Stuff like, how the sign has a wood top but a metal handle. Other weapons are the opposite but still mixed! } "3321" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_shovel" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) If Hippies are good for one thing, it's giving me signs to beat their asses with! Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_soldier.mdl" "model_player" "models/weapons/v_models/v_picket_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3322" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_pyro.mdl" "model_player" "models/weapons/v_models/v_picket_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3323" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Two wee lads walked into an iron bar - Ach, I dunnae remember the rest. Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_demoman.mdl" "model_player" "models/weapons/v_models/v_picket_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Wood.Break" "sound_single_shot" "Weapon_BaseballBat.HitFlesh" "sound_single_shot_npc" "Weapon_Fishwhacker.HitWorld" "sound_double_shot" "Weapon_BaseballBat.HitFlesh" "sound_double_shot_npc" "Weapon_Fishwhacker.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3324" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_fists" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Heavy hopes tiny sign will send message; 'Run while babies still can!' Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_heavy.mdl" "model_player" "models/weapons/v_models/v_picket_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3325" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_wrench" "show_in_armory" "1" "anim_slot" "secondary" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Functions identically to the Wrench Son, this here's a warning sign, and these here nails ain't for show. Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_engineer.mdl" "model_player" "models/weapons/v_models/v_picket_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3326" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) This sign was lodged inside a patient's skull! I was the one who put it there. Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_medic.mdl" "model_player" "models/weapons/v_models/v_picket_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3327" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_club" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Let's see how those fruit-shop owners like a taste a' their own rubbish. Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_sniper.mdl" "model_player" "models/weapons/v_models/v_picket_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3328" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_knife" // You know the drill. Just don't think too hard about it! "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Functions identically to the Knife Unwieldy, but useful to blend into a crowd. Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_spy.mdl" "model_player" "models/weapons/v_models/v_picket_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3329" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_umbrella" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "The Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Current Decal: Team Pride (To change Decals; mod it into your own!) Functions identically to the Umbrella My goodness, isn't this quite a violent anti-violence rally!? Weapon from: New Old Weapons Pack" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_civilian.mdl" "model_player" "models/weapons/v_models/v_picket_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------- //-------------------------------- //--THE NEW-NEW SHORTSTOP - 3340-- First actual weapon, boys! Let's get to it! //-------------------------------- //-------------------------------- "3340" { "name" "TF_WEAPON_SHORTSTOP" // This is a NEW version of the Shortstop! If you want to see what the old version was like, it's at the end of the file. "prefab" "weapon_pistol" "item_class" "tf_weapon_revolver" // Based on a revolver, this time. "show_in_armory" "1" "item_slot" "primary" // Note: Some weapons in a certain slot behave strangely if you shove them in another slot, like having a Primary SMG and a Pistol equipped. Huh. "anim_slot" "secondary" // Even if this is a Primary weapon, force Scout to use his Secondary anims (which in this case would be Pistol anims) "propername" "1" // For non-stocks, this adds "The " to the item's name. Simple, but gets the job done. "item_quality" "rarity3" "item_name" "The Shortstop" "item_type_name" "Break-Action Pistol" "item_description" "'Still think you're funny, funny man?' Weapon from: New Old Weapons Pack" "item_logname" "shortstop" "item_iconname" "shortstop" "image_inventory" "backpack/workshop/weapons/c_models/c_shortstop/c_shortstop" "model_world" "models/weapons/w_models/w_shortstop.mdl" "model_player" "models/weapons/v_models/v_shortstop_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" // Static attributes! To keep things semi-short, I'll shove backend stuff up here if I can possibly do so. { "class select override vcd" "class_select_nailgun" // The Nailgun select looks a lot more neutral than his Scattergun one - it's good for this wep. "clip size penalty hidden" "0.7" // 4 shots! "hidden secondary max ammo penalty" "1.5" // 36 ammo in secondary! "fire rate penalty hidden" "0.7" // Boost fire rate to match Shortstop's "damage bonus hidden" "0.3" // If all pellets hit, point-blank, does about 71 damage, give or take. "reload time increased hidden" "0.9" // Slightly faster reload, to match the Pistol's..? } "attributes" // Generally speaking, I tend to put the "visible" attributes down here, but Static Attrs works just fine too! { "torso scale" // Hidden as of 2.2.5 { "attribute_class" "mult_bullets_per_shot" "value" "4" } "hand scale" { "attribute_class" "mult_spread_scale" "value" "1.5" } // "damage force increase text" // { // "attribute_class" "damage_force_reduction" // "value" "1" // } "damage force increase hidden" { "attribute_class" "damage_force_reduction" "value" "1.2" } "airblast vulnerability multiplier hidden" // Some attributes have text that displays, but don't work - unfortunately... { "attribute_class" "airblast_vulnerability_multiplier" "value" "1.2" } } "visuals" { "sound_single_shot" "Weapon_Short_Stop.Single" "sound_burst" "Weapon_Short_Stop.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--THE FORCE A NATURE - 3341-- //----------------------------- //----------------------------- "3341" { "name" "TF_WEAPON_DOUBLE_BARREL" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Force-A-Nature" "item_type_name" "Break-Action Scattergun" "item_description" " Ain't so funny now that 'cha flyin' through a windshield, eh, chucklehead? Weapon from: New Old Weapons Pack" "item_logname" "force_a_nature" "item_iconname" "force_a_nature" "image_inventory" "backpack/weapons/c_models/c_double_barrel" "model_world" "models/weapons/w_models/w_double_barrel.mdl" "model_player" "models/weapons/v_models/v_double_barrel_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" // The Nailgun select looks a lot more neutral than his Scattergun one - it's good for this wep. "reload time increased hidden" "2.8666" // The Scattergun's first reload is fast. We slow it down, way down, to match FAN's reload time. } "attributes" { "provide on active" // To prevent some weirdness when reloading your pistols? { "attribute_class" "provide_on_active" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "scattergun has knockback" { "attribute_class" "apply_self_knockback" "value" "250" } "strange restriction type 1" { "attribute_class" "apply_z_velocity_on_damage" // Effectively restores the Force-a-Nature's old functions! A bit janky but eh. "value" "200" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" // This one is -half- functional. It'll reload your entire clip at once, yes, but it's also based on the Scattergun's reload times. { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------- //--------------------- The first cut-content TF2C weapon! These might provide a glimpse into what these weapons used to look like behind closed doors, but don't take it as gospel - it has some of my influence here too! //--THE AA GUN - 3342-- //--------------------- In the event they re-implement one of these weapons, I'd probably turn these entries into fancy reskins. Sound cool? //--------------------- "3342" { "name" "TF_WEAPON_AA_GUN" "prefab" "weapon_aagun" // This prefab was left in with release 2.0. We'll see if it remains for future releases! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Anti-Aircraft Cannon" "item_type_name" "#TF_Weapon_AAGun" "item_description" "Fires fast-moving rockets instead of bullets Rockets explode after a medium distance 'You are going to need much bigger guns!' Weapon from: New Old Weapons Pack" // For weapons with functions that aren't immediately obvious, a straightforward description is better. "item_logname" "aagun" "item_iconname" "aa_cannon" "image_inventory" "backpack/weapons/w_models/w_aagun" "model_world" "models/weapons/w_models/w_aagun.mdl" "model_player" "models/weapons/v_models/v_aagun_heavy.mdl" // A VERY hacky firing animation as of v2.2.5 - tf_weapon_aagun uses a LOOPING fire anim like the Minigun, so I had to match it to the weapon's firerate by hand! Fire-to-Rev anim is very janky, but I can't figure out how to fix it. "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "provide on active" "1" "override projectile type" "2" } "attributes" // I was debating if I should balance this, but ultimately settled to after a while. I mean, 3 rockets a second? ~110 dmg each? Dispenser -campable? No thanks! { "centerfire projectile" // I'm not sure. This feels slightly better to use. Also, yes, centerfire works. Yes, the Original is here too. Scroll down. { "attribute_class" "centerfire_projectile" "value" "1" } "explosive bullets" // DISPLAY ONLY { "attribute_class" "strange_restriction_type_1" "value" "1" } "fire rate bonus hidden" // Fire-rate seems to be busted on servers for some reason - it seems to be about 20% faster than intended, so removing the adjustment entirely should do it { "attribute_class" "mult_postfiredelay" "value" "1" // I'm just eyeballing it here - 0.7 seems to be close to the bugged fire-rate so I'm just gonna go with that and assume its making it go down by 15% } "damage penalty" // Come on. { "attribute_class" "mult_dmg" "value" "0.5" } "rocket limited lifetime" // So the rockets don't just fly to kingdom come after firing them from across the map { "attribute_class" "rocket_lifetime" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // "no primary ammo from dispensers while active" // You know. So you can't just make a giant wall of rockets. // { // "attribute_class" "no_primary_ammo_from_dispensers" // "value" "1" // } "custom projectile model" // Black Box rocket! { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_blackbox.mdl" } } "visuals" // Unlike other entries where it was optional, we had to manually define sounds for the AA Gun! { "sound_empty" "Weapon_AAGun.ClipEmpty" // I think it was trying to load old sound files that didn't exist anymore for a lot of these. "sound_double_shot" "Weapon_AAGun.Fire" "sound_burst" "Weapon_AAGun.FireCrit" "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--THE RIGHTEOUS BISON - 3343-- //------------------------------ //------------------------------ "3343" { "name" "TF_WEAPON_RAYGUN" "prefab" "weapon_shotgun" // In previous versions, this was a Coilgun reskin, but that changed to make it closer to the Live TF2 counterpart. "item_slot" "secondary" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Righteous Bison" "item_type_name" "Raygun" "item_description" " Taste the power of American Space Magic! Weapon from: New Old Weapons Pack" "item_logname" "righteous_bison" "item_iconname" "righteous_bison" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_righteousbison/c_drg_righteousbison" "model_world" "models/weapons/w_models/w_raygun.mdl" "model_player" "models/weapons/v_models/v_raygun_soldier_new.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "hidden secondary max ammo penalty" "31.21875" // This makes the reserve ammo '999'. Not infinite, but functionally infinite. Also fits neatly into the default HUD reserve box. "clip size penalty hidden" "0.66" // 4 shots. "fire rate penalty hidden" "1.25" // Slower fire rate. "damage bonus hidden" "8" // Makes it deal -about- 50 DMG? This accounts for how it usually would deal multiple ticks going through enemies "reload time increased hidden" "0.6" // Vaguely the time to reload all 4 shots on the original Bison "ragdolls become ash" "1" // Enemies "disintegrate" when killed "override projectile type" "8" // This is an arrow! This is actually REALLY important since an arrow is the only projectile that can penetrate enemies - see below! } "attributes" { "energy weapon no ammo" // DISPLAY ONLY { "attribute_class" "energy_weapon_no_ammo" "value" "1" } "energy weapon penetration" // The main meat! Basically, FOR ONLY ARROWS, this attribute will make projectiles continue after hitting a foe, hitting more foes on the way. { "attribute_class" "projectile_penetration" "value" "1" } "torso scale" { "attribute_class" "mult_spread_scale" "value" "0" } "dmg penalty vs buildings" // So you can't just cheese at Engi nests. Though, this is probably vestigial now, huh? { "attribute_class" "mult_dmg_vs_buildings" "value" "0.1" } // Backend stuff "voice pitch scale" // Technically you can still headshot, but it does the same as a bodyshot anyway so what does it matter! { "attribute_class" "headshot_damage_modify" "value" "0.335" } } "visuals" { "sound_single_shot" "Weapon_Bison.Single" "sound_burst" "Weapon_Bison.SingleCrit" "sound_reload" "Weapon_Bison.Reload" "sound_special2" "Weapon_Bison.Misfire" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--INCENDIARY SHOTGUN - 3344-- //----------------------------- //----------------------------- "3344" { "name" "TF_WEAPON_SHOTGUN_INCENDIARY" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Spitfire" "item_type_name" "Incendiary Shotgun" "item_description" "This weapon has limited range 'Arhrhy dhth'n phhk mhy chhl khll dh lhk thh.' Model by: 'Svdl' Weapon from: New Old Weapons Pack" // I'll make an exception for Pyro-unique weapons (not shared with others) that also don't already have lengthy unique descriptions "item_logname" "shotgun_incendiary" "item_iconname" "shotgun_incendiary" "image_inventory" "backpack/weapons/w_models/w_spitfire" "model_world" "models/weapons/w_models/w_spitfire.mdl" "model_player" "models/weapons/v_models/v_spitfire_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" // IMPORTANT so the attributes don't escape onto other areas! Before I did this, Pyro's afterburn time was cut down no matter what. { "attribute_class" "provide_on_active" "value" "1" } "Set DamageType Ignite" // This means weapons that don't normally light on fire, sure can now! { "attribute_class" "set_dmgtype_ignite" "value" "1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.35" } "maxammo secondary reduced" // To hopefully prevent intense spam? { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_projectile_range" "value" "0.175" } } "visuals" { "sound_single_shot" "Weapon_SpitFire.Single" "sound_burst" "Weapon_SpitFire.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--CONCEPT MINIGUN - 3345-- //--V.5.3.6 Heavy 2.0 Soft rework via Wonders //-------------------------- //-------------------------- "3345" { "name" "TF_WEAPON_MACHINEGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "anim_slot" "secondary" "propername" "1" "item_name" "Heavy Machine Gun" "item_type_name" "Machine Gun" "item_description" "This weapon has reduced pellet count This gun bring memories back to old days of killing many, many baby men. Good times... Weapon from: New Old Weapons Pack Edited by: 'The One Of Wonders'" "item_logname" "machinegun" "item_iconname" "machinegun" "image_inventory" "backpack/weapons/w_models/w_machinegun" "model_world" "models/weapons/w_models/w_machinegun.mdl" "model_player" "models/weapons/v_models/v_machinegun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "class select override vcd" "taunt02" } "attributes" { "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.5" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.7" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.6" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.10" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.6" } } "visuals" { "sound_empty" "Weapon_MachineGun.ClipEmpty" "sound_double_shot" "Weapon_MachineGun.Fire" "sound_burst" "Weapon_MachineGun.FireCrit" "sound_special1" "Weapon_MachineGun.WindUp" "sound_special2" "Weapon_MachineGun.WindDown" "sound_special3" "Weapon_MachineGun.Spin" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_STAND_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_CROUCH_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_SWIM_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" //Deployed "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_DEPLOYED" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_DEPLOYED_PRIMARY" "ACT_MP_SWIM_SECONDARY" "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--THE BLUTSAUGER - 3346-- //------------------------- //------------------------- "3346" { "name" "TF_WEAPON_LEECHGUN" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Blutsauger" "item_type_name" "#TF_Weapon_SyringeGun" "item_description" " 'The healing is not as rewarding as the hurting.' Weapon from: New Old Weapons Pack" "item_logname" "blutsauger" "item_iconname" "blutsauger" "image_inventory" "backpack/weapons/c_models/c_leechgun/c_leechgun" "model_world" "models/weapons/w_models/w_leechgun.mdl" "model_player" "models/weapons/v_models/v_leechgun_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { // "override projectile type" "30" // This -would- enable a custom Syringe model, but the Tranquilizer Gun projectiles cause a horrific amount of lag... } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "health drain" { "attribute_class" "add_health_regen" "value" "-2" } "custom projectile model" // This does NOT appear to work for normal Syringes! I could change the projectile to a Tranq Dart, and it'd work, but that's laggy. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_leech_proj.mdl" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--THE POWERJACK - 3347-- //------------------------ //------------------------ "3347" { "name" "TF_WEAPON_POWERJACK" "prefab" "weapon_fireaxe" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Powerjack" "item_type_name" "#TF_Weapon_SledgeHammer" "item_description" " The hat provides no tactical advantage whatsoever. Weapon from: New Old Weapons Pack" "item_logname" "powerjack" "item_iconname" "powerjack" "image_inventory" "backpack/workshop/weapons/c_models/c_powerjack/c_powerjack" "model_world" "models/weapons/w_models/w_powerjack.mdl" "model_player" "models/weapons/v_models/v_powerjack_pyro.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/set_attendant.mdl" // TF2C Lads really hate hats with a burning passion, it's kinda funny. Anyway, here's a hat. Just one. Well, it's fine contextually, the weapon does boost Pyro's speed. Should signpost that, with what else, a wearable. "used_by_classes" { "pyro" "1" } "attributes" { "provide on active" // Yes, these escape if I don't do this. { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "25" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } } "visuals" { "sound_melee_hit" "Weapon_Crowbar.HitFlesh" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------ //------------------ //--THE JAG - 3348-- //------------------ //------------------ "3348" { "name" "TF_WEAPON_JAG" "prefab" "weapon_wrench" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Jag" "item_type_name" "#TF_Weapon_Wrench" "item_description" " For when I ain't got the time to just sit back. Weapon from: New Old Weapons Pack" "item_logname" "wrench_jag" "item_iconname" "wrench_jag" "image_inventory" "backpack/workshop/weapons/c_models/c_jag/c_jag" "model_world" "models/weapons/w_models/w_jag.mdl" "model_player" "models/weapons/v_models/v_jag_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "Construction rate increased" { "attribute_class" "mult_construction_value" "value" "1.3" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "Repair rate decreased" // I don't know if this works. I think it does. { "attribute_class" "mult_repair_value" "value" "0.80" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.67" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------- //----------------------- //--THE ORIGINAL - 3349-- //----------------------- //----------------------- "3349" // Yep. As threatened, here it is. The Original! { "name" "TF_WEAPON_ORIGINAL_RL" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Original" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "Rockets are fired from the center of the screen You had better start quaking in your boots. Weapon from: New Old Weapons Pack" "item_logname" "quake_rl" "item_iconname" "quake_rl" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_bet_rocketlauncher/c_bet_rocketlauncher" "model_world" "models/weapons/w_models/w_bet_rocketlauncher.mdl" "model_player" "models/weapons/v_models/v_bet_rocketlauncher_soldier.mdl" "attach_to_hands" "2" // This used to be on "3", that value makes it so the c_arms don't load in... at the cost of no critglows. Ouch?? "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" // Same deal as before. Unfortunately, this one has a voice line, I believe. But, it's delayed, at least. "min_viewmodel_offset" "-5 0 -10" // 2.0.2 patch - to fix a bug with positioning! } "attributes" { "centerfire projectile" // The centerfire attribute shines here, over the AA Gun. { "attribute_class" "centerfire_projectile" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_original.mdl" // Oh, yeah, it comes with its own UNIQUE rocket model, too. Try and spot it! } } "visuals" // Fun fact. A lot of these sound-scripts were left over in release TF2C. Weird. They mighta' been testing this. { "sound_single_shot" "Weapon_QuakeRPG.Single" "sound_burst" "Weapon_QuakeRPG.SingleCrit" "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" } "mouse_pressed_sound" "#weapons/quake_ammo_pickup_remastered.wav" // You can point to ANY sound that's loaded, not just the ones in "sound/ui/.." ! "drop_sound" "#weapons/quake_rpg_reload_remastered.wav" } //--------------------------------- //--------------------------------- //--TEST PYRO FLAMETHROWER - 3350-- //--------------------------------- //--------------------------------- "3350" { "name" "TF_WEAPON_FIREBALL_LAUNCHER" "prefab" "weapon_flamethrower" "item_class" "tf_weapon_rocketlauncher" // Fun fact; the Dragon's Fury in live TF2 is -also- a heavily modified Rocket Launcher. "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Dragon's Fury" "item_type_name" "Fireball Launcher" "item_description" "This weapon cannot Airblast Launches balls of fire that explode and ignite enemies on hit (Make sure to visit Resupply before leaving!) Weapon from: New Old Weapons Pack" // This is a very messy fix, but I wanna let people know so they can plan accordingly... "item_logname" "dragons_fury" "item_iconname" "dragons_fury_fireball" "image_inventory" "backpack/weapons/c_models/c_flameball/c_flameball" "model_world" "models/weapons/w_models/w_flameball.mdl" // A newer change for v2.0.0, this is one of the weapons that makes prominent use of so-called "procedural bones" to do some animation stuff in world view! It's really sorcery. "model_player" "models/weapons/v_models/v_flameball_pyro_RL.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" // How to convert a Rocket Launcher into... whatever this is!! { "mod max primary clip override" "-1" // SORCERY!! Thanks to Yakibomb for this. Seriously, how the hell did I go without this!? "rocket limited lifetime" "0.5" // Rockets explode after about 0.45s, vaguely the range of where it usually went. THIS CAUSES PROBLEMS WITH OTHER ROCKET-BASED PROJECTILES!!! "hidden primary max ammo bonus" "2" // Doubles the ammo capacity to about 40 "fire rate penalty hidden" "0.85" // Boosts the fire rate just a bit to make up for, well, not having the boost. "damage bonus hidden" "0.75" // Nerfs the damage to about 50-ish. Let's not make this Rocketlauncher-but-better! "crit mod disabled hidden" "0" // Only hidden since apparently it says this thing can't random crit. Weird but reasonable. } "attributes" { "provide on active" // Provide on Active causes issues with the max ammo, but unfortunately not having it causes even more problems down the line... { "attribute_class" "provide_on_active" "value" "1" } "Set DamageType Ignite" // You know. This is a Pyro weapon. Of course it lights people on fire! { "attribute_class" "set_dmgtype_ignite" "value" "1" } "airblast disabled" // Display Only! Since this is a modified Rocket Launcher, it can't, well... airblast. { "attribute_class" "strange_restriction_type_1" "value" "1" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.75" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.5" // 5s should be... decent? } "custom projectile model" // Technique from the Cow Mangler! Makes it so they look like fireballs (again) { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } // Backend stuff "voice pitch scale" // HACKY WORKAROUND. Sometimes, you can set a completely different attribute name to force different text to appear. Or not appear. { "attribute_class" "blast_dmg_to_self" "value" "0.65" } "damage force increase hidden" // And, if that one happens to be hidden... then it means you can hide otherwise unhidable info! { "attribute_class" "mult_dmgself_push_force" "value" "0.25" } } "visuals" { "sound_single_shot" "Weapon_DragonsFury.Single" "sound_burst" "Weapon_DragonsFury.SingleCrit" "sound_empty" "Weapon_DragonsFury.PressureBuildStop" "sound_reload" "Weapon_DragonsFury.PressureBuildStop" "sound_special1" "Weapon_Airstrike.Explosion" "animation_replacement" // These would be the Airblast animations, for visual consistency! { //The Attacking Animations "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--REMOTE DEPLOY PDA - 3351-- //---------------------------- //---------------------------- "3351" // Another unused weapon! This one lets you deploy buildings remotely, either by hitting it with a Wrench, or activating "Build" again. { "name" "TF_WEAPON_REMOTEDEPLOY_PDA" "prefab" "weapon_pda" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "PDA: Remote Signal" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" " Functions identically to the Construction PDA Weapon from: New Old Weapons Pack" "image_inventory" "backpack/weapons/w_models/w_remotesignal_pda" // Prior to 2.2.5, this used the Rush Order's teamcolored PDA model, but I felt that model fit more on that one. "model_world" "models/weapons/w_models/w_remotesignal_pda.mdl" // So, I found a new model for this that ALSO looks like it could remote deploy! Hopefully it works? "model_player" "models/weapons/v_models/v_remotesignal_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "pda can remote deploy" { "attribute_class" "pda_remote_deploy" // Note: Bots don't understand how this works, but generally unintentionally build their stuff anyways! "value" "1" // ...except the Teleporters, which almost always remain in the toolbox. } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //---------------------------- //---------------------------- //--JUMP PAD PDA - 3352------- //---------------------------- //---------------------------- "3352" // And another one! This one replaces both of your Teleporters with 2 independent Jump Pads. They activate immediately, and don't need upgrading. { "name" "TF_WEAPON_JUMPPAD_PDA" "prefab" "weapon_pda" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "PDA: Jump Pad" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" " Build up to 2 Jump Pads to allow your teammates to reach new heights Jump Pad model by: 'Wendy' Weapon from: New Old Weapons Pack" "image_inventory" "backpack/weapons/w_models/w_jumppad_pda" "model_world" "models/weapons/w_models/w_jumppad_pda.mdl" "model_player" "models/weapons/v_models/v_jumppad_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "teleporter is jump pad" { "attribute_class" "set_teleporter_mode" // Note: Bots don't really understand this, either! They'll build the Jump Pads, but won't know that "value" "1" // the buildings no longer teleport them. And they just stand around like a dope until an Enemy comes by. } "engineer teleporter build rate multiplier" { "attribute_class" "teleporter_build_rate_multiplier" "value" "4.25" } // Backend stuff "strange restriction type 1" { "attribute_class" "boots_falling_stomp" // (Funnier if they find out themselves - it's a pretty natural extension of using the Jump Pad tbh) "value" "1" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------- //--------------------------- //--SPEED WATCH TEST - 3353-- //--------------------------- //--------------------------- "3353" // Round III of cut weapons! This is just a watch that makes you go fast. { "name" "TF_WEAPON_SPEEDWATCH" "prefab" "weapon_invis" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Tactical Retreat" "item_type_name" "#TF_Weapon_Watch" //Speed Watch "item_description" " For when things get out of hand. Weapon from: New Old Weapons Pack" "image_inventory" "backpack/workshop_partner/weapons/v_models/v_hm_watch/v_hm_watch" "model_player" "models/weapons/v_models/v_hm_watch_spy.mdl" "attach_to_hands" "0" // This is unique to watches, any other value has very strange behavior... "used_by_classes" { "spy" "1" } "attributes" { "set cloak is speed" { "attribute_class" "set_weapon_mode" "value" "3" } "move speed bonus while cloaked" { "attribute_class" "mult_player_movespeed_cloaked" "value" "1.3" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "15" } "cloak consume rate increased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "1.5" } } "visuals" { // "sound_deploy" "Player.Spy_SpeedCloak" // Apparently, setting the weapon mode to 3 or higher makes Speed Watch's sounds? Well, works out. // "sound_empty" "Player.Spy_SpeedUnCloak" } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //---------------------------- //---------------------------- //--CIV HOLY MACKEREL - 3354-- //---------------------------- //---------------------------- "3354" { "name" "TF_WEAPON_HOLYMACKEREL" "prefab" "weapon_umbrella" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Holy Mackerel" "item_type_name" "Fresh-Wrapped Fish" "item_description" "Getting hit by a fish has got to be humiliating. Weapon from: New Old Weapons Pack" "item_logname" "holymackerel" "item_iconname" "holymackerel_fishkill" // Texture edit SPECIFICALLY so it has the embarrassing FISH KILL! text. Fantastic. "image_inventory" "backpack/workshop/weapons/c_models/c_holymackerel/c_holymackerel" "model_world" "models/weapons/w_models/w_holymackerel_civilian.mdl" "model_player" "models/weapons/v_models/v_holymackerel_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt06" } "attributes" { "voice pitch scale" { "attribute_class" "mult_crit_chance" "value" "1.66" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_HolyMackerel.HitFlesh" "sound_melee_hit_world" "Weapon_HolyMackerel.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_gooey_pickup.wav" "drop_sound" "#ui/hitsound_squasher.wav" // It's a tiiiny bit loud vs. the pickup sound, but it's appropriate I think. } //---------------------------- //---------------------------- //--KGB & GRU - 3355 - 3356 -- //---------------------------- //---------------------------- "3355" { "name" "TF_WEAPON_BOXING_GLOVES" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Killing Gloves of Boxing" "item_type_name" "#TF_Weapon_Gloves" "item_description" " 'I am going to kill you, and kill you, and kill you!' Weapon from: New Old Weapons Pack" "item_logname" "gloves" "item_iconname" "gloves" "image_inventory" "backpack/weapons/c_models/c_boxing_gloves/c_boxing_gloves" "model_world" "models/weapons/w_models/w_boxing_gloves.mdl" "model_player" "models/weapons/v_models/v_boxing_gloves_heavy.mdl" "attach_to_hands" "2" // "extra_wearable" "models/weapons/w_models/w_boxing_gloves.mdl" // So the gloves appear on his hands even when holding other weapons. Dummied out - they're really, REALLY bulky. "used_by_classes" { "heavy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } } "hide_bodygroups_deployed_only" "1" // V2.1.5 - I believe this should fix the weird hands bug if a Heavy dies with either of the gloves equipped "visuals" { "player_bodygroups" { "hands" "1" // Hide 'em. } "sound_melee_miss" "Weapon_BoxingGloves.Miss" // Funny thing, these sounds were ALSO in the game still, and not just the sound scripts, but also the sound files themselves. Guess they were planning on KGB for a bit. "sound_melee_hit" "Weapon_BoxingGloves.HitFlesh" "sound_melee_hit_world" "Weapon_BoxingGloves.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCrit" } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } "3356" { "name" "TF_WEAPON_BOXING_GLOVES_URGENT" // I'll be honest - this is just since it's almost basically a reskin of the KGB. Still, works out, Да? "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Gloves of Running Urgently" "item_type_name" "#TF_Weapon_Gloves" "item_description" " Tiny cowards think they can run from me? Hah! They are wrong. Weapon from: New Old Weapons Pack" "item_logname" "gloves_running_urgently" "item_iconname" "gloves_running_urgently" "image_inventory" "backpack/weapons/c_models/c_boxing_gloves_urgency/c_boxing_gloves_urgency" "model_world" "models/weapons/w_models/w_boxing_gloves_urgent.mdl" "model_player" "models/weapons/v_models/v_boxing_gloves_urgent_heavy.mdl" "attach_to_hands" "2" // "extra_wearable" "models/weapons/w_models/w_boxing_gloves_urgent.mdl" "used_by_classes" { "heavy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "2" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.3" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } } "hide_bodygroups_deployed_only" "1" "visuals" { "player_bodygroups" { "hands" "1" } "sound_melee_miss" "Weapon_BoxingGloves.Miss" "sound_melee_hit" "Weapon_BoxingGloves.HitFlesh" "sound_melee_hit_world" "Weapon_BoxingGloves.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCrit" } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //---------------------------- //---------------------------- //--EXPLOSIVE JARATE - 3357 -- //---------------------------- //---------------------------- "3357" // THIS, was a process and a half to get working. Buckle up, lemme start from the top. { "name" "TF_WEAPON_EXPLOSIVE_JARATE" "prefab" "weapon_smg" // Loads the SMG's data as a base to work off of. This is largely irrelevant, but it's a Secondary Weapon and Sniper-only. "item_class" "tf_weapon_grenade_mirv" // Immediately, convert that weapon to tf_weapon_mirv - the only throwable in the game. "show_in_armory" "1" "anim_slot" "item1" // Sniper, luckily, has his Item1 animations intact for some reason, so we can set this to force those to load for world model. "propername" "1" "item_quality" "rarity3" "item_name" "The Jarate" "item_type_name" "#TF_Weapon_Jar" "item_description" " Hey, as long as it works. Weapon from: New Old Weapons Pack" // Indeed. "item_logname" "urinejar" "item_iconname" "urinejar" // This shouldn't do any damage, but if it DOES, a funny icon shows up "image_inventory" "backpack/weapons/c_models/urinejar" "model_world" "models/weapons/w_models/w_urinejar.mdl" "model_player" "models/weapons/v_models/v_urinejar_sniper.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/sniper_jarmaments.mdl" // PEE VEST PEE VEST PEE VEST "used_by_classes" { "sniper" "1" } "static_attrs" // Make the projectile resemble Jarate's behavior: { "override projectile type" "2" // Changes it to a Rocket (2) or a Pipe Bomb (3), instead of MIRV (too powerful!) Both have their pros and cons, but Rocket behaves more like actual Jarate. "damage bonus hidden" "0.002" // Just enough to register as "Damage" - it doesn't actually do any damage, but makes the hit enemies "flinch" a bit. "add condition on hit" "30 10.0" // Effect "30" is Marked for Death. Triggers when an enemy takes "damage", and lasts for 10 seconds. // "add condition on hit" "24 10.0" // Effect "24" is Jarate's overlay. It only kinda works, and conflicts with Marked for Death, so this is dummied out. "allowed in medieval mode" "1" } "attributes" { "provide on active" // Yes, SOMEHOW this stuff escapes otherwise. God dammit! { "attribute_class" "provide_on_active" "value" "1" } "jarate description" // Nonfunctional, this neither puts out teammates nor douses enemies in pee (sadly). HOWEVER, it DOES mark enemies for minicrits! { "attribute_class" "desc_jarate_description" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "custom projectile model" // Set the new projectile to use the Jarate model. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_urinejar_projectile.mdl" } // Backend stuff. Also yes, none of the below is actually what the attribute name suggests. "mult_item_meter_charge_rate" // Charge Rate nerf { "attribute_class" "effectbar_recharge_rate" "value" "1.75" // More specifically, this recharges in 16 seconds. } "strange restriction type 1" // If it's a rocket, it travels in an arc. If not, no visible change! { "attribute_class" "mod_rocket_gravity" "value" "1.15" } "voice pitch scale" // So you don't instagib yourself. { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" // Nerfs Jarate Jumping a bit - you'll still get air, just not absolutely DISGUSTINGLY insane air. { "attribute_class" "mult_dmgself_push_force" "value" "0.55" } } "visuals" { "sound_single_shot" "Weapon_Jarate.Single" "sound_burst" "Weapon_Jarate.Single" "sound_special1" "Jar.Explode" "sound_special2" "Jar.Explode" "sound_special3" "Weapon_Jarate.Single" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //----------------------------- //----------------------------- //--ENGI REVOLVER - 3358------- //----------------------------- //----------------------------- "3358" { "name" "TF_WEAPON_REVOLVER_ENGI" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Six-Shooter" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Just need one ol' gun and six shots. Weapon from: New Old Weapons Pack" "item_logname" "sixshooter" "item_iconname" "sixshooter" "image_inventory" "backpack/weapons/w_models/w_sixshooter" "model_world" "models/weapons/w_models/w_sixshooter.mdl" "model_player" "models/weapons/v_models/v_sixshooter_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" // Nothing hugely remarkable about this. These stats basically just turn it into a Revolver. { "damage bonus hidden" "2.66" "clip size penalty hidden" "0.5" "fire rate penalty hidden" "3.4" "hidden secondary max ammo penalty" "0.18" // This nukes the ammo pool to 36 - so Engineer isn't sitting here all day with that bloody 200 reserve ammo pool! } "visuals" { "sound_single_shot" "Weapon_EngiRevolver.Single" "sound_burst" "Weapon_EngiRevolver.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" // "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" // Coilgun reload looks closer to the action of reloading a Revolver! // "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" // "ACT_MP_RELOAD_SWIM_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--COW MANGLER 5K - 3359-- //------------------------- //------------------------- "3359" // THE WEAPON NOBODY ASKED FOR! Too late. I was bored and curious how much I could get it to work. Surprisingly, more than I expected. { "name" "TF_WEAPON_COWMANGLER" "prefab" "weapon_rocketlauncher" // In v2.2.5, I tested a version pitched by user contro that turned it into a charge-based RL, based on the Huntsman. Unfortunately, that might have led to crashes, so binned it... "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Cow Mangler 5000" "item_type_name" "Particle Launcher" "item_description" " 'Scientists in the future have studied your ass for centuries - and sent me back in time to kick it.' Weapon from: New Old Weapons Pack" "item_logname" "cow_mangler" "item_iconname" "cow_mangler" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_cowmangler/c_drg_cowmangler" "model_world" "models/weapons/w_models/w_cowmangler.mdl" "model_player" "models/weapons/v_models/v_cowmangler_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt06" // Thriller! "hidden primary max ammo bonus" "49.95" // 999 reserve ammo, just like before! "ragdolls become ash" "1" // Enemies "disintegrate" when killed "damage bonus hidden" "0.9" "reload time increased hidden" "1.05" } "attributes" { "energy weapon no ammo" // DISPLAY ONLY { "attribute_class" "energy_weapon_no_ammo" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.2" } "Set DamageType Ignite" // Weird. But, I felt it a good stopgap, since ostensibly this doesn't have its Secondary Fire. { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn time reduced" // Don't worry, it only lasts for 3 seconds { "attribute_class" "mult_wpn_burntime" "value" "0.3" } "dmg penalty vs buildings" // Same as before. So you can't just cheese your way through Engi nests. { "attribute_class" "mult_dmg_vs_buildings" "value" "0.5" } "crit mod disabled" // Imagine getting Crockets on a weapon with infinite ammo. Come on. { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" // So, in live TF2, the projectile also uses this model, so it looks like it's just the particles. Same deal, here, except with a fiery trail instead of plasma. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } } "visuals" { "player_bodygroups" { "rocket" "0" // So he doesn't load rockets, even though he still does the animation of it. } "sound_single_shot" "Weapon_CowMangler.Single" "sound_burst" "Weapon_CowMangler.Single" "sound_reload" "Weapon_CowMangler.Reload" "sound_special1" "Weapon_CowMangler.Explode" "animation_replacement" // Godawful code blocks from the HMG... { //Deployed "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_PRIMARY" // Standing Deployed "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_PRIMARY" // Moving Deployed "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_PRIMARY" // Crouched Deployed "ACT_MP_CROUCHWALK_DEPLOYED" "ACT_MP_CROUCHWALK_PRIMARY" // Moving Crouched Deployed // "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" // [UNUSED?] Swimming Deployed // "ACT_MP_SWIM_DEPLOYED_PRIMARY" "ACT_MP_SWIM_SECONDARY" // [UNUSED?] } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--THE EYELANDER - 3360-- //------------------------ //------------------------ "3360" // The cursed weapon returns. { "name" "TF_WEAPON_CLAYMORE" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" // So, the Bottle has a weird bug where it doesn't register custom sounds, for whatever reason. This'll fix it for this weapon! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Eyelander" "item_type_name" "Cursed Sword" "item_description" " Don't be next on me head-count, lad! Weapon from: New Old Weapons Pack" "item_logname" "claymore" "item_iconname" "sword" "image_inventory" "backpack/weapons/c_models/c_claymore/c_claymore" "model_world" "models/weapons/w_models/w_claymore.mdl" "model_player" "models/weapons/v_models/v_claymore_demoman.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/chargin_targe.mdl" // I CAN'T WAIT TO SEE HOW CONFUSED AND PISSED PEOPLE ARE "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" // I have absolutely no bloody idea what this attribute does. "decapitate type" "1" // Nonfunctional! Why! This is like, the key reason you use an Eyelander - to lop off unwitting lads' heads!! "melee range multiplier" "1.35" // These two extend your melee range. I think. "melee bounds multiplier" "1.55" // They just, work, okay!? } "attributes" { "provide on active" // Why do these keep escaping!?!? { "attribute_class" "provide_on_active" "value" "1" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "3.75" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "move speed bonus" // Since there exists no "Heads" or kill-count mechanic in TF2C, these are just the stats from 2-head Demoman (out of 4). { "attribute_class" "mult_player_movespeed" "value" "1.2" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_Sword.HitHeads" "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------------- //--------------------------------- //--OF DM GRENADE LAUNCHER - 3361-- //--------------------------------- //--------------------------------- "3361" { "name" "TF_WEAPON_GRENADELAUNCHER_DM" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Ol' Brimstone" "item_type_name" "Pump-Action Grenade Launcher" "item_description" " A wee lad in a mask was in a mighty hurry and left this pretty bloody thing behind. T'is me lucky day! Weapon from: New Old Weapons Pack" // IS THAT A FUCKIN' 「OPEN FORTRESS」 REFERENCE!?!?!?!?!!?!?!?!?!?!?!?!?!?!? "item_logname" "grenadelauncher_dm" "item_iconname" "grenadelauncher_dm" "image_inventory" "backpack/weapons/w_models/w_grenadelauncher_dm" "model_world" "models/weapons/w_models/w_grenadelauncher_dm.mdl" "model_player" "models/weapons/v_models/v_grenadelauncher_dm_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "2" // Okay it's -technically- a rocket. "damage bonus hidden" "0.77" } "attributes" { "explosive bullets" // Wow! Display only! { "attribute_class" "explosive_bullets" "value" "1" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.65" } "damage penalty" { "attribute_class" "torso_scale" "value" "0.75" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_grenade_grenadelauncher_dm_RL.mdl" // The "normal" grenade is still in the files too, but Rockets don't come with teamcoloring. This is just a neutral variant. } // Backend stuff "strange restriction type 1" // If it's a rocket, it travels in an arc. If not, no visible change! { "attribute_class" "mod_rocket_gravity" "value" "0.85" } "voice pitch scale" // So you don't instagib yourself. { "attribute_class" "blast_dmg_to_self" "value" "0.5" } "damage force increase hidden" // Nerfs Grenade Jumping, since you got absolutely insane air. You still get mad height, just slightly less { "attribute_class" "mult_dmgself_push_force" "value" "0.8" } } "visuals" { "sound_single_shot" "Weapon_GrenadeLauncherDM.Single" "sound_burst" "Weapon_GrenadeLauncherDM.SingleCrit" "sound_reload" "Weapon_GrenadeLauncherDM.DrumLoad" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--BLEED SYRINGEGUN - 3362-- //--------------------------- //--------------------------- "3362" { "name" "TF_WEAPON_SYRINGEGUN_BLEED" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Aderlasser" // Name change suggested by KaydemonLP - it suits it better than "Blutstahler" - which isn't even a real word! "item_type_name" "#TF_Weapon_SyringeGun" "item_description" " As part of the procedure, I will need to take your blood - All of it. Weapon from: New Old Weapons Pack" "item_logname" "syringegun_bleed" "item_iconname" "syringegun_bleed" "image_inventory" "backpack/weapons/w_models/w_mp40" "model_world" "models/weapons/w_models/w_mp40.mdl" "model_player" "models/weapons/v_models/v_mp40_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { // "override projectile type" "30" // This -would- enable a custom Syringe model, but the Tranquilizer Gun projectiles cause a horrific amount of lag... } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "3.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_mp40_proj.mdl" } } "visuals" { "sound_single_shot" "Weapon_MP40_Bleed.Single" "sound_burst" "Weapon_MP40_Bleed.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- //--MINICRIT SNIPER - 3363-- //-------------------------- //-------------------------- "3363" // The idea with this weapon was to make a "support" Sniper Rifle - where instead of picking off key targets, Sniper "marks" key targets for nearby teammates to go after. The most experimental of the bunch, so this might change in the future. { "name" "TF_WEAPON_WA2000_MARKER" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Marksman's Marker" "item_type_name" "#TF_Weapon_SniperRifle" "item_description" "Mark multiple opponents for death! (3s each) Sometimes, you can let the rough-types do the dirty work for you. Weapon from: New Old Weapons Pack" "item_logname" "wa2k_marker" "item_iconname" "wa2k_marker" "image_inventory" "backpack/workshop/weapons/c_items/c_ess_eliminator/essendon_eliminator" "model_world" "models/weapons/w_models/w_wa2k_marker.mdl" "model_player" "models/weapons/v_models/v_wa2k_marker_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" // Just like with the Nailgun, the Revolver Rifle's class select is fairly neutral, and nice for this weapon! } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no scope" // For some reason, this one attribute controls both the rendering of the scope AND the headshot damage multiplication. Heck. { "attribute_class" "mod_no_scope" "value" "1" } "add condition on hit" // Marked for Death, like with Jarate above. Only 3.5 seconds this time, though! { "attribute_class" "add_onhit_addcond" "value" "30 3" } "mark for death" // Since I wanna signpost it this time, this is here. This ALSO does not work! Weird!!! { "attribute_class" "mark_for_death" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.7" } "damage bonus hidden" // Side effect of the no scope thing. Because otherwise, you do like what, 6 damage? { "attribute_class" "mult_dmg" "value" "8.75" } "damage penalty" // DISPLAY ONLY, since the Hunting Rifle is a bit buggy for my purposes. { "attribute_class" "voice_pitch_scale" "value" "0.7" } } "visuals" { "sound_single_shot" "Weapon_WA2K_Marker.Single" "sound_burst" "Weapon_WA2K_Marker.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------- //--------------------------------- //-ENGINEER METAL BACKPACK - 3364-- //--------------------------------- //--------------------------------- "3364" // This is a wearable backpack for Engi that gives him more metal - in exchange for an item slot. Hmm. Better think about it, yeah? { "name" "TF_WEARABLE_BACKPACK" "item_class" "tf_wearable" // Yes! This is a wearable item - like the Gunboats, or the Cozy Camper from live. "show_in_armory" "1" "item_slot" "primary" // I debated for a while whether to replace Primary or Secondary, still up in the air about it. It's Primary, for now. "equip_region" "back" // Probably vestigial, not sure. "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" // I actually need these here, for once. This item doesn't load from a prefab, so it needs info for the bounding boxes of the icons! "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Storage Backpack" "item_type_name" "Backpack" "item_description" " Replaces your Shotgun You are unable to use a Primary Weapon while this item is equipped Weapon from: New Old Weapons Pack" "image_inventory" "backpack/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup" "model_player" "models/player/items/engineer_winter_backup_backpack.mdl" "extra_wearable" "models/player/items/engineer_winter_backup_backpack.mdl" "used_by_classes" { "engineer" "1" } "loadondemand" "1" "act_as_wearable" "1" "attributes" { "maxammo metal increased" // 250 metal seems fair. 300 metal seemed like way too much. { "attribute_class" "mult_maxammo_metal" "value" "1.5" } "move speed penalty" // So you can't bugger off as fast { "attribute_class" "mult_player_movespeed" "value" "0.9" } "dmg taken increased" // Not actually sure if this works? It'd be so even if you have more metal to make a Nest, you'd be even more vulnerable to the people who would ransack your nests to begin with - Soldier and Demoman. { "attribute_class" "mult_dmgtaken" "value" "1.2" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //------------------- //------------------- //--QUICK FIX- 3365-- //------------------- //------------------- "3365" { "name" "TF_WEAPON_QUICK_FIX" "prefab" "weapon_medigun" "show_in_armory" "1" "equip_region" "medigun_backpack" // ...probably.. vestigial..? "propername" "1" "item_quality" "rarity3" "item_name" "The Quick Fix" "item_type_name" "#TF_Weapon_Medigun_Prototype" "item_description" " Feel the power surging through your body. Weapon from: New Old Weapons Pack" "image_inventory" "backpack/weapons/c_models/c_proto_medigun/c_proto_medigun" "model_world" "models/weapons/w_models/w_quickfix.mdl" "model_player" "models/weapons/v_models/v_quickfix_medic.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/quickfix_backpack.mdl" "used_by_classes" { "medic" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "lunchbox adds minicrits" // This attribute is magic, and I'm honestly not entirely sure what it does. { "attribute_class" "set_weapon_mode" "value" "1" // Setting it to "1" gives it Kritzkrieg particles, though. } // "medigun charge is megaheal" // This is only partially coded into the game. I don't think it does anything, beyond not making you invincible? It disables sound, too. // { // "attribute_class" "set_charge_type" // "value" "2" // } "heal rate bonus" // This works. { "attribute_class" "mult_medigun_healrate" "value" "1.4" } "ubercharge rate bonus" // This works. { "attribute_class" "mult_medigun_uberchargerate" "value" "1.1" } "health regen" // Increased passive health regen while Medic has this medigun! { "attribute_class" "add_health_regen" "value" "3" } // Backend stuff "powerup duration" // Display Only! { "attribute_class" "strange_restriction_type_1" "value" "5" } "voice pitch scale" // This is a weird rebalance, and also hidden I hope. It reduces the time Medic's Ubercharge lasts. { "attribute_class" "add_uber_time" "value" "0.625" } } "visuals" { "player_bodygroups" { "medic_backpack" "1" } "sound_single_shot" "Weapon_Quick_Fix.Healing" // Neither of these sounds work. I'm not sure why. "sound_special2" "TFPlayer.QuickFixInvulnerableOn" // On closer inspection, even live TF2 doesn't use any sounds down here in this section. How they get their sounds working is a complete mystery... } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--MOLOTOV TEST - 3366-- //----------------------- //----------------------- "3366" { "name" "TF_WEAPON_GASCAN" "item_class" "tf_weapon_grenade_mirv" // Same deal as Jarate, BUT it had to be its own independent weapon! No prefabs, those were causing weirdness. "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Gas Passer" "item_type_name" "Jerry Can" "item_description" " When thrown, produces an explosion of fire that ignites enemies after a small delay Weapon from: New Old Weapons Pack" "item_logname" "jar_gas" "item_iconname" "jar_gas" "image_inventory" "backpack/weapons/c_models/c_gascan/c_gascan" "model_world" "models/weapons/w_models/w_gascan.mdl" "model_player" "models/weapons/v_models/v_gascan_pyro.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/pyro_firemans_essentials_backpack.mdl" // This used to go with the Spray n' Pray, but I decided it was better to signpost this item instead! "used_by_classes" { "pyro" "1" } "static_attrs" // Just some small backend stuff to make it behave... well, not like the Gas Passer in Live TF2, but a general purpose grenade. { "override projectile type" "3" // Pipe Bomb. Unlike Jarate, this actually does damage, so give 'em a second to process the threat. "damage bonus hidden" "0.035" // This actually DOES damage too that isn't fire damage! 45 on a direct hit, so not much but nothing exactly to sneeze at either. Expect less on avg, however. "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" // Fix for v1.5.1 -- Adds in settings for min viewmodels where they were absent before. "special taunt" "1" } "attributes" { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn time increased" { "attribute_class" "mult_wpn_burntime" "value" "1.75" // 15-odd sec, maybe? } "blast radius increased" // Makes it a bit more generous with blast radius. { "attribute_class" "mult_explosion_radius" "value" "1.75" } "custom projectile model" // Gas Can model { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_gascan.mdl" } // Backend stuff. Also yes, none of the below is actually what the attribute name suggests. "mult_item_meter_charge_rate" // Charge Rate { "attribute_class" "effectbar_recharge_rate" "value" "1.8" // More specifically, this recharges in 18 seconds. } "voice pitch scale" // So you don't instagib yourself. { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" // Unlike my other weapons based on explosives, you CANNOT jump with this weapon by design. It explodes harmlessly (to you) under your feet. { "attribute_class" "mult_dmgself_push_force" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_GasCan.Throw" "sound_burst" "Weapon_GasCan.Throw" "sound_special1" "Weapon_GasCan.Explode" "sound_special2" "Weapon_GasCan.Explode" "sound_special3" "Weapon_GasCan.Throw" } "mouse_pressed_sound" "#ui/item_paint_can_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //------------------ //------------------ //--SANDMAN - 3367-- //------------------ //------------------ "3367" { "name" "TF_WEAPON_WOOD_BAT" "prefab" "weapon_bat" "item_class" "tf_weapon_fists" // For a funny little easter-egg... "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Sandman" "item_type_name" "#TF_Weapon_Bat" "item_description" "This weapon cannot launch Baseballs Oh, 'Night-night', you big freakin' dumbass. Ya need your little baby-blankie too? Weapon from: New Old Weapons Pack" "item_logname" "sandman" "item_iconname" "sandman" "image_inventory" "backpack/weapons/c_models/c_wooden_bat/c_wooden_bat" "model_world" "models/weapons/w_models/w_wooden_bat.mdl" "model_player" "models/weapons/v_models/v_wooden_bat_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "fire rate bonus hidden" "0.78125" "damage bonus hidden" "0.54" } "attributes" { "tranq on hit" // Yep. It can't launch baseballs. Well, I took to the theme of the weapon, "stunning / putting to sleep", since it's called "The Sandman". This felt like a natural extension. { "attribute_class" "mod_tranq_onhit" "value" "2.49" } "fire rate penalty" { "attribute_class" "strange_restriction_type_1" "value" "1.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } "custom projectile model" // This is functionally useless, but can't hurt to leave it here! { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_baseball.mdl" } } "visuals" { "sound_melee_miss" "Weapon_Bat.Miss" "sound_burst" "Weapon_Bat.MissCrit" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_BaseballBat.HitWorld" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_wood_pole_pickup.wav" "drop_sound" "#ui/item_wood_pole_drop.wav" } //------------------------------------- //------------------------------------- //--DISCIPLINARY ACTION HYBRID - 3368-- //------------------------------------- //------------------------------------- "3368" { "name" "TF_WEAPON_RIDING_CROP" "prefab" "weapon_shovel" "item_class" "tf_weapon_umbrella" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Disciplinary Action" "item_type_name" "Riding Crop" "item_description" "Alt-Fire: Grant an Ally temporary Mini-Crits (20s cooldown) 'We will push until there is nothing left to push!' Weapon from: New Old Weapons Pack" "item_logname" "disciplinary_action" "item_iconname" "disciplinary_action" "image_inventory" "backpack/workshop/weapons/c_models/c_riding_crop/c_riding_crop" "model_world" "models/weapons/w_models/w_riding_crop.mdl" "model_player" "models/weapons/v_models/v_riding_crop_soldier.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/set_generalformals.mdl" "used_by_classes" { "soldier" "1" } "static_attrs" // Since this is an Umbrella, turn it back into a Shovel { "fire rate penalty hidden" "1.6" "damage bonus hidden" "1.39" "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" // So you don't run at hyper speed all the time! { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "damage penalty" // DISPLAY ONLY { "attribute_class" "voice_pitch_scale" "value" "0.75" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.65" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } } "visuals" { "player_bodygroups" { "hat" "1" } "sound_melee_miss" "DisciplineDevice.Swing" "sound_burst" "DisciplineDevice.SwingCrit" // This weapon in live TF2 is actually seperated into the swing and whip hit sound, so it's a bit odd. "sound_melee_hit" "DisciplineDevice.Impact" "sound_melee_hit_world" "DisciplineDevice.HitWorld" "sound_special1" "DisciplineDevice.PowerUp" "animation_replacement" // Gets this too since the weapon can boost { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_hat_pickup.wav" "drop_sound" "#ui/item_hat_drop.wav" } //---------------------- //---------------------- //--HOMEWRECKER - 3369-- //---------------------- //---------------------- "3369" { "name" "TF_WEAPON_HOMEWRECKER" "prefab" "weapon_fireaxe" "item_class" "tf_weapon_wrench" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Homewrecker" "item_type_name" "#TF_Weapon_Sledgehammer" "item_description" " Blunt force, for Sapper and Spy removal. Weapon from: New Old Weapons Pack" "item_logname" "sledgehammer" "item_iconname" "sledgehammer" "image_inventory" "backpack/workshop/weapons/c_models/c_sledgehammer/c_sledgehammer" "model_world" "models/weapons/w_models/w_sledgehammer.mdl" "model_player" "models/weapons/v_models/v_sledgehammer_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "damage applies to sappers" // This doesn't actually work, BUT, since we set the weapon to be a Wrench, now it does. { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "2.654" } "damage penalty" // The dmg vs. players attribute doesn't actually work, so this is a basic workaround to get it to behave the same! { "attribute_class" "mult_dmg" "value" "0.754" } // Backend stuff "voice pitch scale" // Reduce metal repair to like, 1. 1 Metal. I could make it 0 if I wanted, but it's funny for people to realize it does a tiny, tiny, teensy-tiny bit of healing. { "attribute_class" "mult_repair_value" "value" "0.01" // It takes like over 30 seconds and like 30+ hammer swings to heal just 100 HP on any Building. An Engineer can do that in just TWO swings in like a second. } } "visuals" { "sound_melee_miss" "Weapon_FireAxe.Miss" "sound_melee_hit" "Weapon_Machete.HitFlesh" "sound_melee_hit_world" "Weapon_FireAxe.HitWorld" "sound_burst" "Weapon_FireAxe.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" // This would be the Building clinking noise when you hit it with a melee. Changes it to be the same as hitting any other object. "sound_special2" "Weapon_FireAxe.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //------------------------ //------------------------ //--RESCUE RANGER - 3370-- //------------------------ //------------------------ "3370" { "name" "TF_WEAPON_RESCUE_RANGER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_quality" "rarity3" "item_name" "The Rescue Ranger" "item_type_name" "Telemax Shotgun" "item_description" "Upon hitting enemies, all active Buildings will receive some repair / upgrade progress For when you need to get outta trouble in a big ol' hurry! Weapon from: New Old Weapons Pack" "item_logname" "rescue_ranger" "item_iconname" "rescue_ranger_claw" "image_inventory" "backpack/workshop/weapons/c_models/c_tele_shotgun/c_tele_shotgun" "model_world" "models/weapons/w_models/w_tele_shotgun.mdl" "model_player" "models/weapons/v_models/v_tele_shotgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" // Backend weirdness for the projectile { "override projectile type" "30" // Classic ol' Tranq Dart "damage bonus hidden" "7.5" // About 45 accounting for the lack of damage rampup?? } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "engineer building teleporting pickup" // THIS WORKS!? Like, it's the only thing about the Rescue Ranger that works, but it works perfectly. Huh. { "attribute_class" "building_teleporting_pickup" "value" "100" } "add construction on hit" // This is the attribute that does the heavy lifting - hitting an enemy upgrades and repairs your buildings, as if you had hit them with a Wrench { "attribute_class" "add_onhit_construction" "value" "1" } "torso scale" { "attribute_class" "mult_spread_scale" "value" "0.25" } "mark for death on building pickup" // Not entirely sure this is functional? { "attribute_class" "mark_for_death_on_building_pickup" "value" "1" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "custom projectile model" // Changes it to the repair claw. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_repair_claw.mdl" } } "visuals" { "sound_single_shot" "Weapon_RescueRanger.Single" "sound_burst" "Weapon_RescueRanger.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------ //------------------ //--STENGUN - 3371-- //------------------ //------------------ "3371" { "name" "TF_WEAPON_STEN_NAILGUN" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Sydney Spikeshooter" "item_type_name" "#TF_Weapon_Nailgun" "item_description" " And, just so you know, mate - these rail-spikes still got rust on 'em. Weapon from: New Old Weapons Pack" "item_logname" "sten_nailgun" "item_iconname" "sten_nailgun" "image_inventory" "backpack/weapons/w_models/w_stengun" "model_world" "models/weapons/w_models/w_stengun.mdl" "model_player" "models/weapons/v_models/v_stengun_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" // Backend weirdness for the projectile { "override projectile type" "29" // NAIIIILLL } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "2.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_STENGun.Single" "sound_burst" "Weapon_STENGun.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--HEAVY SHOTGUN - 3372-- //------------------------ //------------------------ "3372" { "name" "TF_WEAPON_FAMILY_BUSINESS" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Family Business" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Efficiency of Mother Russia at her best. Weapon from: New Old Weapons Pack" "item_logname" "family_business" "item_iconname" "family_business" "image_inventory" "backpack/workshop/weapons/c_models/c_russian_riot/c_russian_riot" "model_world" "models/weapons/w_models/w_russian_riot.mdl" "model_player" "models/weapons/v_models/v_russian_riot_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } } "visuals" { "sound_single_shot" "Weapon_FamilyBusiness.Single" "sound_burst" "Weapon_FamilyBusiness.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--REVOLVER THING - 3373-- //------------------------- //------------------------- "3373" { "name" "TF_WEAPON_ENFORCER" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Enforcer" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Damage dealt with this weapon ignores any active resistances Something to finish up the job with. Weapon from: New Old Weapons Pack" "item_logname" "enforcer" "item_iconname" "enforcer" "image_inventory" "backpack/workshop/weapons/c_models/c_snub_nose/c_snub_nose" "model_world" "models/weapons/w_models/w_snub_nose.mdl" "model_player" "models/weapons/v_models/v_snub_nose_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "dmg pierces resists absorbs" { "attribute_class" "mod_pierce_resists_absorbs" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Enforcer.Single" "sound_burst" "Weapon_Enforcer.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------- //---------------------- //--FUNNY KNIFE - 3374-- //---------------------- //---------------------- "3374" { "name" "TF_WEAPON_DNA_KNIFE" "prefab" "weapon_knife" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Eternal Reward" "item_type_name" "#TF_Weapon_Knife" "item_description" "Transformations will start with reduced HP When successfully hitting an Enemy, copy their current Class and Weapons onto you Weapon from: New Old Weapons Pack" "item_logname" "eternal_reward" "item_iconname" "eternal_reward" "image_inventory" "backpack/workshop/weapons/c_models/c_eternal_reward/c_eternal_reward" "model_world" "models/weapons/w_models/w_eternal_reward.mdl" // As an aside, the knife has proper bloodied skins for killing someone - even though it probably won't. "model_player" "models/weapons/v_models/v_eternal_reward_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" // HOW AND WHY DO THESE KEEP ESCAPING!! { "attribute_class" "provide_on_active" "value" "1" } "disguise on backstab" { "attribute_class" "mod_onhit_copy_victim" // THIS ATTRIBUTE IS EXTREMELY JANK. "value" "1" } "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } "mult cloak meter consume rate" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "1.33" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } // Backend stuff "strange restriction type 1" // So you don't start with totally full health on transforming - more impactful for light classes { "attribute_class" "add_onhit_addhealth" "value" "-75" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v1.5.0 STUFF --- //--------------------------- //--------------------------- //--------------------------- //-------------------------- //-------------------------- //--SCOUT THROWABLE - 3375-- //-------------------------- //-------------------------- "3375" { "name" "TF_WEAPON_CLEAVER" "item_class" "tf_weapon_grenade_mirv" // Same deal as the other two throwables. A lot of this is copied specifically from the Gas Passer! "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Flying Guillotine" "item_type_name" "#TF_Weapon_Cleaver" "item_description" " 'Man, your skull's so soft - you're makin' this easy!' Weapon from: New Old Weapons Pack" "item_logname" "guillotine" "item_iconname" "guillotine" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver" "model_world" "models/weapons/w_models/w_sd_cleaver.mdl" "model_player" "models/weapons/v_models/v_sd_cleaver_scout.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/scout_tourniquet.mdl" // Might improve in the future "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "2" // Pipe Bomb or Rocket, just like Jarate. "damage bonus hidden" "0.265" // Does about 75 dmg? excl bleed "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" // Same deal as the gas can. } "attributes" { "cleaver description" { "attribute_class" "desc_cleaver_description" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" // Guillotine. I notice this and the Gas Can sorta have shoddy aerodynamics... might need to fix. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_sd_cleaver_projectile.mdl" // This animates to spin in circles as it flies toward your skull! } // Backend stuff. Also yes, none of the below is actually what the attribute name suggests. "mult_item_meter_charge_rate" // Charge Rate -buff-, after the 2.0.1 patch that nerfed the MIRV's base charge time from 7s to 10s. { "attribute_class" "effectbar_recharge_rate" "value" "0.55" // 5 seconds! } "hand scale" // Mostly removes the blast radius - you have to score a direct hit for this to do anything. { "attribute_class" "mult_explosion_radius" "value" "0.01" } "strange restriction type 1" // If it's a rocket, it travels in an arc. If not, no visible change! { "attribute_class" "mod_rocket_gravity" "value" "0.5" } "voice pitch scale" // So you don't instagib yourself. { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" // Unlike my other weapons based on explosives, you CANNOT jump with this weapon by design. It explodes harmlessly (to you) under your feet. { "attribute_class" "mult_dmgself_push_force" "value" "0" } } "visuals" { "sound_single_shot" "Cleaver.Single" "sound_burst" "Cleaver.Single" "sound_special1" "Cleaver.ImpactFlesh" "sound_special2" "Cleaver.ImpactWorld" "sound_special3" "Cleaver.Single" } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------- //------------------- //-MANTREADS - 3376-- //------------------- //------------------- "3376" { "name" "TF_WEARABLE_TANKERBOOTS" "item_class" "tf_wearable" // Using the Gunboats as a guideline, this is a wearable too! "show_in_armory" "1" "item_slot" "secondary" // It's manually defined later, but we NEED this here so it shows up to begin with! "equip_region" "feet" // Probably vestigial, not sure. "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" // I actually need these here, for once. This item doesn't load from a prefab, so it needs info for the bounding boxes of the icons! "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Mantreads" "item_type_name" "#TF_Wearable_Boots" "item_description" " Weapon from: New Old Weapons Pack" "item_logname" "mantreads" "item_iconname" "mantreads" // I almost forgot you can kill with these! "image_inventory" "backpack/workshop/player/items/soldier/mantreads/mantreads" "model_player" "models/player/items/tankerboots.mdl" "model_player_per_class" // This is new! I'll have to do testing with this. It's copied from the Gunboats, of course. { "soldier" "models/player/items/tankerboots.mdl" "demoman" "models/player/items/tankerboots_demo.mdl" // LOOK WHO'S HERE, EH? The model's kinda crappy, but it's the thought that counts. } "used_by_classes" { "soldier" "secondary" "demoman" "primary" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt01" } "attributes" { "damage force reduction" { "attribute_class" "damage_force_reduction" "value" "0.25" } "boots falling stomp" { "attribute_class" "boots_falling_stomp" "value" "1" } "airblast vulnerability multiplier" { "attribute_class" "airblast_vulnerability_multiplier" "value" "0.25" } "armor footsteps" // Thunk-thunk, thunk-thunk, thunk-thunk! { "attribute_class" "mod_armor_footsteps" "value" "2" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //----------------------------- //----------------------------- //-SANDVICH ITEM TEST - 3377-- //----------------------------- //----------------------------- "3377" { "name" "The Sandvich" // This seems to be MANDATORY to have??? If it's not named specifically "The Sandvich", "prefab" "weapon_sandvich" // then you can't taunt with it. Ergo, can't eat it. You seem to be able to edit everything else, though..? "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Dalokohs Bar" // As I mentioned before, this is the actual name. The above is usually the internal name, I guess. "item_type_name" "#TF_Weapon_Lunchbox" "item_description" " Taste of good chocolate while killing baby cowards... is very, very good! Weapon from: New Old Weapons Pack" "image_inventory" "backpack/workshop/weapons/c_models/c_chocolate/c_chocolate" "model_world" "models/weapons/w_models/w_chocolate.mdl" "model_player" "models/weapons/v_models/v_chocolate_heavy.mdl" // By the way, for models, the bite bodygroup has to be the FIRST bodygroup in order! "attach_to_hands" "2" "extra_wearable" "models/player/items/heavy_sandvichsafe.mdl" // Adds a cute cosmetic lunchbox to signify its presence - TBH I think this should be a default feature already! "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "2" "item_meter_charge_type" "1" "item_meter_charge_rate" "10" // This -should- reduce the cooldown time, but ends up doing nothing... "meter_label" "#TF_Sandwich" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "lunchbox adds maxhealth bonus" // Doesn't work! // { // "attribute_class" "set_weapon_mode" // "value" "1" // } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "120" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/items/plate_chocolate.mdl" // I don't think this works. } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } //------------------------- //------------------------- //--CIV HEAL MELEE - 3378-- //------------------------- //------------------------- "3378" { "name" "TF_WEAPON_CIV_HEALER" "prefab" "weapon_umbrella" "item_class" "tf_weapon_taser" // So it heals! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Trust Fund" "item_type_name" "Commemorative Trophy" "item_description" "This weapon cannot provide Mini-Crit Boosts Hit teammates for a quick full heal to maximum health (15s cooldown) Weapon from: New Old Weapons Pack" "item_logname" "civ_healer" "item_iconname" "freedom_staff_short" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_tw_eagle/c_tw_eagle" "model_world" "models/weapons/w_models/w_tw_eagle.mdl" "model_player" "models/weapons/v_models/v_tw_eagle_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" // So he isn't posing strangely "fire rate penalty hidden" "0.625" // Match the swing-speed of the normal melee! "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" // Better safe than sorry... { "attribute_class" "provide_on_active" "value" "1" } "heal rate bonus" // Display only! { "attribute_class" "voice_pitch_scale" "value" "2.0" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "35" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.75" } // Backend stuff "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.5" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //--------------------- //--------------------- //--INSIDE JAB - 3379-- //--------------------- //--------------------- "3379" { "name" "TF_WEAPON_KNIFE_GUN" "prefab" "weapon_knife" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Inside Jab" "item_type_name" "...Revolver?" "item_description" " Little do they know, you have brought a knife-gun to a knife fight. Weapon from: New Old Weapons Pack" "item_logname" "knife_gun" "item_iconname" "knife_gun" "image_inventory" "backpack\workshop\weapons\c_models\c_pistol_knife\c_pistol_knife" // "model_world" "models/weapons/w_models/w_pistol_knife.mdl" // Btw. The firing pin gets pushed down on a successful backstab. "model_player" "models/weapons/v_models/v_pistol_knife_spy.mdl" "attach_to_hands" "2" "extra_wearable" "models/weapons/w_models/w_pistol_knife.mdl" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" // These are all display only! This Functions identically to the Knife. { "attribute_class" "provide_on_active" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.6" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "2.0" } "mod flamethrower back crit" { "attribute_class" "set_flamethrower_back_crit" "value" "1.0" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.05" } } "visuals" { "sound_melee_hit" "Weapon_PistolKnife.Hit" } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //---------------------- //---------------------- //--DIRECT HIT - 3380 -- //---------------------- //---------------------- "3380" { "name" "TF_WEAPON_DIRECTHIT" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Direct Hit" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" " The Eagles are screaming! I am screaming! You are not screaming - you are dead! Weapon from: New Old Weapons Pack" "item_logname" "directhit" "item_iconname" "directhit" "image_inventory" "backpack/weapons/c_models/c_directhit/c_directhit" "model_world" "models/weapons/w_models/w_directhit.mdl" "model_player" "models/weapons/v_models/v_directhit_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt07" // This one would be the Chest Pound taunt. Surprisingly, it doesn't seem like it has any voice! } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.8" } // "mod mini-crit airborne" // Inclined to say this probably doesn't work? // { // "attribute_class" "mini_crit_airborne" // "value" "1" // } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.3" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_directhit.mdl" // You know the drill! This one isn't teamcolored by default - the viewmodel ones are, though! } } "visuals" { "sound_single_shot" "Weapon_RPG_DirectHit.Single" "sound_burst" "Weapon_RPG_DirectHit.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_DirectHit.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------- //-------------------------------------- //--INCENDIARY ROCKET FLAREGUN - 3381 -- //-------------------------------------- //-------------------------------------- "3381" { "name" "TF_WEAPON_ROCKET_FLAREGUN" "item_class" "tf_weapon_flaregun" // Defined manually only to avoid the display-only crit attribute that's on the flaregun prefab! "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Firecannon" // Sheesh. It took a while to figure out what I wanted this to be. "item_type_name" "#TF_Weapon_FlareGun" "item_description" " Fires incendiary shells that explode on contact with any object Weapon from: New Old Weapons Pack" "item_logname" "rocket_flaregun" "item_iconname" "rocket_flaregun" "image_inventory" "backpack/weapons/w_models/w_concept_flaregun" "model_world" "models/weapons/w_models/w_concept_flaregun.mdl" "model_player" "models/weapons/v_models/v_concept_flaregun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "override projectile type" "2" // Rockets! // "hidden secondary max ammo penalty" "0.5" "min_viewmodel_offset" "10 0 -10" // Quick fix for the min. viewmodels bugging out! "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.55" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "1.25" } "rocket limited lifetime" // Semi-fix for the DF fucking stuff up? { "attribute_class" "rocket_lifetime" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_concept_flaregun_shell.mdl" } // Backend stuff "strange restriction type 1" // If it's a rocket, it travels in an arc. { "attribute_class" "mod_rocket_gravity" "value" "0.45" } "voice pitch scale" // Lowers the blast radius by about half. { "attribute_class" "mult_explosion_radius" "value" "0.5" } "damage force increase hidden" // Jump Height increase. { "attribute_class" "mult_dmgself_push_force" "value" "1.5" } } "visuals" { "sound_single_shot" "Weapon_Detonator.Fire" "sound_burst" "Weapon_Detonator.FireCrit" "sound_special1" "Weapon_Detonator.Detonate" "sound_reload" "Weapon_FlareGun.WorldReload_Alt" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------- //--------------------- //--TEST NAILS - 3382-- //--------------------- //--------------------- "3382" { "name" "TF_WEAPON_NAIL_WRENCH" "prefab" "weapon_wrench" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Southern Hospitality" "item_type_name" "#TF_Weapon_Wrench" "item_description" " 'You were gettin' too big for your britches!' Weapon from: New Old Weapons Pack" "item_logname" "southern_hospitality" "item_iconname" "southern_comfort_kill" "image_inventory" "backpack/workshop/weapons/c_models/c_spikewrench/c_spikewrench" "model_world" "models/weapons/w_models/w_spikewrench.mdl" "model_player" "models/weapons/v_models/v_spikewrench_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" // A lot of this is just a carry-over from the live TF2 variant. { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "dmg taken from fire increased" { "attribute_class" "mult_dmgtaken_from_fire" "value" "1.20" } "custom projectile model" // ...? I have no idea if this even works. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_nail.mdl" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------- //------------------------- //--SYDNEY SLEEPER - 3383-- //------------------------- //------------------------- "3383" { "name" "TF_WEAPON_DARTGUN" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Sydney Sleeper" "item_type_name" "#TF_Weapon_Tranq" // Yep. "item_description" " 'How's about we call it a day?' Weapon from: New Old Weapons Pack" "item_logname" "sydney_sleeper" "item_iconname" "sydney_sleeper" "image_inventory" "backpack/workshop/weapons/c_models/c_sydney_sleeper/c_sydney_sleeper" "model_world" "models/weapons/w_models/w_sydney_sleeper.mdl" "model_player" "models/weapons/v_models/v_sydney_sleeper_sniper.mdl" "attach_to_hands" "2" "brass_eject_model" "" // I was EXCITED as hell to find this, but it doesn't... seem to be functional? "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" // Just like with the Nailgun, the Revolver Rifle's class select is fairly neutral, and nice for this weapon! } "attributes" { "tranq on hit" // I actually already moved the S. Sleeper's role over to the Marker - so time to improvise... { "attribute_class" "mod_tranq_onhit" "value" "7" } // "sniper charge per sec" // Doesn't work! // { // "attribute_class" "mult_sniper_charge_per_sec" // "value" "1.25" // } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "crit mod disabled" // I don't actually know why this is here. Sniper Rifles can't random crit to begin with! { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "voice pitch scale" // Technically you can still headshot, but it does the same as a bodyshot anyway so what does it matter! { "attribute_class" "headshot_damage_modify" "value" "0.334" } "custom projectile model" // The unused dart model! { "attribute_class" "custom_projectile_model" "value" "models/weapons/c_models/c_dart.mdl" } } "visuals" { "sound_single_shot" "Weapon_SydneySleeper.Single" "sound_burst" "Weapon_SydneySleeper.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--POCKET PISTOL - 3384-- //------------------------ //------------------------ "3384" { "name" "TF_WEAPON_PEP_PISTOL" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Pretty Boy's Pocket Pistol" "item_type_name" "#TF_Weapon_Pistol" "item_description" " Time for ya to bite the bullet, pal! Weapon from: New Old Weapons Pack" "item_logname" "pep_pistol" "item_iconname" "pep_pistol" "image_inventory" "backpack/workshop/weapons/c_models/c_pep_pistol/c_pep_pistol" "model_world" "models/weapons/w_models/w_pep_pistol.mdl" "model_player" "models/weapons/v_models/v_pep_pistol_scout.mdl" // Wasn't too much interesting - if anything, the process of porting the model over was a hassle... "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_PickPocket_Pistol.Single" "sound_burst" "Weapon_PickPocket_Pistol.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v1.7.5 STUFF --- //--------------------------- //--------------------------- //--------------------------- //----------------------- //----------------------- //--DISGUISE GUN - 3385-- //----------------------- //----------------------- "3385" { "name" "TF_WEAPON_DERRINGER" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Covert Operator" "item_type_name" "Derringer" "item_description" "On hit enemy: You get a silent debuff Stay out of sight! A discrete gun for undercover operations. Weapon from: New Old Weapons Pack" "item_logname" "derringer" "item_iconname" "derringer" "image_inventory" "backpack/weapons/w_models/w_derringer" "model_world" "models/weapons/w_models/w_derringer.mdl" "model_player" "models/weapons/v_models/v_derringer_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "keep disguise" // Makes it so you don't undisguise when shooting! { "attribute_class" "set_keep_disguise" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.4" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } // Backend stuff "add condition on hit" { "attribute_class" "add_onhit_addcond_self" "value" "48 3.5" } } "visuals" { "sound_single_shot" "Weapon_Derringer.Single" "sound_burst" "Weapon_Derringer.SingleCrit" "sound_reload" "Weapon_Derringer.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- This is only a temporary stopgap! Ideally, I want the thing to be an AOE wrench, or a long-distance wrench - that sorta thing! //--ENGI REMOTE UPGRADE WEAPON - 3386-- Maybe wrench hits would create a small explosion that does stuff. Like a CM5K explosion / repair pulse? //------------------------------------- Expect this to change over time... //------------------------------------- "3386" { "name" "TF_WEAPON_REMOTE_UPGRADE" "prefab" "weapon_wrench" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Eureka Effect" "item_type_name" "Malfunctioning Telemax Wrench" "item_description" "+50% faster upgrade rate I still need to tinker with this here 'ol number Working or not - it's good for skull-crackin'! Weapon from: New Old Weapons Pack" "item_logname" "eureka_effect" "item_iconname" "eureka_effect" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_wrenchmotron/c_drg_wrenchmotron" "model_world" "models/weapons/w_models/w_wrenchmotron.mdl" "model_player" "models/weapons/v_models/v_wrenchmotron_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "torso scale" { "attribute_class" "upgrade_rate_mod" "value" "1.8" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.1" } "metal_pickup_decreased" { "attribute_class" "mult_metal_pickup" "value" "0.34" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------ //------------------------ //--CHAINSAW TEST - 3387-- //------------------------ //------------------------ "3387" { "name" "TF_WEAPON_CHAINSAW" // BOY THIS IS A WEIRD ONE TOO "prefab" "weapon_minigun" // A Heavy Chainsaw is cool, but kinda odd to implement. Here, it's based on a Minigun "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Warsaw Fact" "item_type_name" "Chainsaw" "item_description" "This weapon has limited range Go ahead, keep running, coward! You cannot run from chainsaw forever! Weapon from: New Old Weapons Pack" "item_logname" "chainsaw" "item_iconname" "chainsaw" "image_inventory" "backpack/weapons/w_models/w_chainsaw" "model_world" "models/weapons/w_models/w_chainsaw.mdl" "model_player" "models/weapons/v_models/v_chainsaw_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "4" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.095" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.8" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "2.25" } "Projectile range decreased" // This is the main mechanic of the Chainsaw - this attribute somehow works on hitscan, so his effective range is shortened by a large amount! { "attribute_class" "mult_projectile_range" "value" "0.0145" } // Backend stuff "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "0.8" } "voice pitch scale" // Surprisingly works. Increases your move speed while you're revved up { "attribute_class" "mult_player_aiming_movespeed" "value" "2.5" } } "visuals" { "sound_empty" "Weapon_Chainsaw.Rev" // This used to have a clip empty sound, but it makes no sense in this context! "sound_double_shot" "Weapon_Chainsaw.Fire" "sound_burst" "Weapon_Chainsaw.FireCrit" "sound_special1" "Weapon_Chainsaw.WindUp" "sound_special2" "Weapon_Chainsaw.WindDown" "sound_special3" "Weapon_Chainsaw.Rev" "tracer_effect" "bullet_pistol_tracer01" // Mostly removes stray bullet tracers if they happen to appear } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v2.0.0 STUFF --- //--------------------------- //--------------------------- //--------------------------- //------------------------------ //------------------------------ //--SCOUT HOLY MACKEREL - 3388-- //------------------------------ //------------------------------ "3388" { "name" "TF_WEAPON_HOLYMACKEREL" // Lmao, about time, huh? Give the humiliating weapon to Civ first but don't give it to the actual class it belongs to! Classic me. "prefab" "weapon_bat" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Holy Mackerel" "item_type_name" "Fresh-Wrapped Fish" "item_description" "Getting killed by a fish has got to be humiliating. Weapon from: New Old Weapons Pack" "item_logname" "holymackerel" "item_iconname" "holymackerel_fishkill" // Texture edit SPECIFICALLY so it has the embarrassing FISH KILL! text. Fantastic. "image_inventory" "backpack/workshop/weapons/c_models/c_holymackerel/c_holymackerel" "model_world" "models/weapons/w_models/w_holymackerel_scout.mdl" "model_player" "models/weapons/v_models/v_holymackerel_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { // "mod rage damage boost" // Apt description, heh "voice pitch scale" { "attribute_class" "mult_crit_chance" // META GAMING MOMENT "value" "1.66" // About 25-70% crit-rate (+10, from 15-60) } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_HolyMackerel.HitFlesh" "sound_melee_hit_world" "Weapon_HolyMackerel.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_gooey_pickup.wav" "drop_sound" "#ui/hitsound_squasher.wav" } //-------------------- //-------------------- //--FIRE HOSE - 3389-- //-------------------- //-------------------- "3389" { "name" "TF_WEAPON_FIREHOSE" // Back from the dead! To old watchers, this is an old weapon of mine from the OG weapons pack, along with the Chainsaw. "prefab" "weapon_flamethrower" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Spray n' Pray" "item_type_name" "Fire Hose" "item_description" " Contrary to popular belief, this weapon can neither heal nor put out fire. Weapon from: New Old Weapons Pack" // It does the exact opposite, in fact! "item_logname" "firehose" "item_iconname" "firehose" "image_inventory" "backpack/weapons/w_models/w_firehose" "model_world" "models/weapons/w_models/w_firehose_pyro.mdl" "model_player" "models/weapons/v_models/v_firehose_pyro.mdl" // This has some hacky and weird airblast animations "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "weapon burn time increased" { "attribute_class" "mult_wpn_burntime" "value" "1.5" } "flame size bonus" // Increases the range to the side of the flames slightly { "attribute_class" "mult_flame_size" "value" "2.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.7" } "airblast cost increased" { "attribute_class" "mult_airblast_cost" "value" "2.5" } } "visuals" { "sound_single_shot" "Weapon_FireHose.FireStart" "sound_special1" "Weapon_FireHose.FireLoop" "sound_burst" "Weapon_FireHose.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--MEDIC FAST BOOTS - 3410-- //--------------------------- //--------------------------- "3410" // This is a wearable satchel for Medic that boosts his evasiveness, at the cost of his Syringe Gun. Hmm. Keep reading... { "name" "TF_WEARABLE_MEDBAG" "item_class" "tf_weapon_nailgun" // Hacky thing to force bots to look up while using?? No idea. "show_in_armory" "1" "item_slot" "primary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Speedy Recovery" "item_type_name" "Satchel" "item_description" "Primary Fire: Long-Jump! (12s cooldown) You are in danger while holding the satchel! Think fast, or die trying! Weapon from: New Old Weapons Pack" "item_logname" "medic_satchel" "item_iconname" "what" "image_inventory" "backpack/workshop/player/items/medic/short2014_medic_messenger_bag/short2014_medic_messenger_bag" // "model_world" "models/player/items/medic_messenger_bag.mdl" "model_player" "models/weapons/v_models/v_satchel_medic.mdl" "extra_wearable" "models/player/items/medic_messenger_bag.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "override projectile type" "2" // This fires a rocket! Not much to say. "damage bonus hidden" "0.001" "min_viewmodel_offset" "10 0 -10" "fire rate penalty hidden" "95" // You can jump again after about 10 seconds (a hair under it) | 142 = 15s, 95 = 10s "mod max primary clip override" "-1" // "hidden primary max ammo bonus" "0.01" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" // So you bugger off faster than before { "attribute_class" "mult_player_movespeed" "value" "1.15" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.25" } "health drain" { "attribute_class" "add_health_regen" "value" "-8" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "3" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "2.5" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } // Backend stuff; most of this is copied from the Thermal Thruster "centerfire projectile" // Actually rEALLY important - otherwise rockets will send you slightly to the right when exploding { "attribute_class" "centerfire_projectile" "value" "1" } "strange restriction type 1" { "attribute_class" "mod_ammo_per_shot" "value" "-1" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.01" // JUST small enough to avoid hitting enemies unless you're practically touching } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.00001" // Rockets explode INSTANTLY - which is somewhere in front of your torso! } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" // Obviously necessary } "damage force increase hidden" // Negative propulsive force generally means this sends you in the direction you were looking! { "attribute_class" "mult_dmgself_push_force" "value" "-1.75" } "strange restriction type 3" // Enough lift-off force on taking damage to get you off the ground, even if you use it from a standstill { "attribute_class" "apply_z_velocity_on_damage" "value" "205" } } "visuals" { "sound_single_shot" "Scout.TripleJumpSFX" "sound_burst" "Scout.TripleJumpSFX" "sound_reload" "Weapon_Null" "sound_special1" "Building_JumpPad.Launch" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_STAND_GRENADE" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_STAND_GRENADE" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_ATTACK_STAND_GRENADE" "ACT_MP_STAND_MELEE" "ACT_MP_STAND_LOSERSTATE" // I just kinda like how the Loser anims look with this weapon "ACT_MP_CROUCH_MELEE" "ACT_MP_CROUCH_LOSERSTATE" "ACT_MP_SWIM_MELEE" "ACT_MP_SWIM_LOSERSTATE" "ACT_MP_RUN_MELEE" "ACT_MP_RUN_LOSERSTATE" "ACT_MP_JUMP_START_MELEE" "ACT_MP_JUMP_START_LOSERSTATE" "ACT_MP_JUMP_FLOAT_MELEE" "ACT_MP_JUMP_FLOAT_LOSERSTATE" "ACT_MP_JUMP_END_MELEE" "ACT_MP_JUMP_END_LOSERSTATE" "ACT_MP_AIRWALK_MELEE" "ACT_MP_AIRWALK_LOSERSTATE" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //---------------------- //---------------------- //--HEAVY AA12 - 3411--- //---------------------- //---------------------- "3411" { "name" "TF_WEAPON_AA12_REPEATER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" // So it ejects Shotgun shells and generally acts like a Shotgun. "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Russian Repeater" "item_type_name" "Auto-Shotgun" "item_description" " 'I promise you, pain without end.' Weapon from: New Old Weapons Pack" "item_logname" "aa12_repeater" "item_iconname" "aa12_repeater" "image_inventory" "backpack/weapons/w_models/w_aa12_repeater" "model_world" "models/weapons/w_models/w_aa12_repeater.mdl" "model_player" "models/weapons/v_models/v_aa12_repeater_heavy.mdl" // It can't reload currently. "extra_wearable" "models/player/items/heavy_buckshot_ammobelt.mdl" // Suggested by Grunt on the discord! "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "mod max primary clip override" "-1" "hidden primary max ammo bonus" "1.28" // Increases ammo capacity from 32 to 45 "class select override vcd" "taunt02" // Same deal as the HMG! } "attributes" { "mod no reload DISPLAY ONLY" // This is merging the hide-weapon trick with a display-only attribute! { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.7" } "torso scale" { "attribute_class" "mult_bullets_per_shot" "value" "1.1" } "hand scale" { "attribute_class" "mult_spread_scale" "value" "1.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-50" } "maxammo secondary reduced" // Since this is a primary shotgun, but doesn't share the Shotgun's ammo pool, this "cuts into" the Shotgun's ammo a bit by decreasing it. { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_AA12_Repeater.Single" "sound_burst" "Weapon_AA12_Repeater.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--DEMO BOTTLE- 3412--- //---------------------- //---------------------- "3412" { "name" "TF_WEAPON_BOTTLE_RUM" "prefab" "weapon_bottle" // Not super amazing, but I did want another Bottle-type item. "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Scottish Handshake" "item_type_name" "#TF_Weapon_Bottle" "item_description" " How about another drink this time, eh? Weapon from: New Old Weapons Pack" "item_logname" "scotland_shard" "item_iconname" "scotland_shard" "image_inventory" "backpack/workshop/weapons/c_models/c_scotland_shard/c_scotland_shard" "model_world" "models/weapons/w_models/w_scotland_shard.mdl" "model_player" "models/weapons/v_models/v_scotland_shard_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "SET BONUS: chance of hunger decrease" "1.07" } "visuals" // This is for future reference! { "sound_melee_miss" "Weapon_Bottle.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Bottle.HitWorld" "sound_burst" "Weapon_Bottle.MissCrit" "sound_special1" "Weapon_Bottle.Break" "sound_single_shot" "Weapon_Bottle.IntactHitFlesh" "sound_single_shot_npc" "Weapon_Bottle.IntactHitWorld" "sound_double_shot" "Weapon_Bottle.BrokenHitFlesh" "sound_double_shot_npc" "Weapon_Bottle.BrokenHitWorld" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //---------------------- //---------------------- //--LEAD PIPE- 3413----- //---------------------- //---------------------- "3413" { "name" "TF_WEAPON_LEAD_PIPE" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Lead Pipe" // No special funny name, both because I can't think of one and because that's what this weapon tended to be called anyway! "item_type_name" "Lead Pipe" "item_description" " 'Your luck runs out.' Weapon from: New Old Weapons Pack" "item_logname" "leadpipe" "item_iconname" "leadpipe" "image_inventory" "backpack/weapons/w_models/w_leadpipe" "model_world" "models/weapons/w_models/w_leadpipe.mdl" "model_player" "models/weapons/v_models/v_leadpipe_heavy.mdl" // There's actually an unused Lead Pipe v_model in-game, but it doesn't look very good. I expect it to get removed or replaced too, so I provided my own! "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "airblast pushback scale" // Display only! { "attribute_class" "voice_pitch_scale" "value" "1.65" } "strange restriction type 1" // Copied from the FAN for funny knockback { "attribute_class" "apply_z_velocity_on_damage" "value" "225" } "strange restriction type 2" { "attribute_class" "apply_look_velocity_on_damage" "value" "185" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "dmg taken from bullets increased" { "attribute_class" "mult_dmgtaken_from_bullets" "value" "1.2" } "crit mod disabled" // Actually really important for once since it can 1shot everyone that isn't another Heavy... { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Fishwhacker.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" } } "mouse_pressed_sound" "#weapons/leadpipe_recharge.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //---------------------- //---------------------- //--GLOCK 17- 3414------ //---------------------- //---------------------- "3414" { "name" "TF_WEAPON_GLOCK" // IS THAT (another) HALF LIFE REFERENCE!?!?!?!?!? "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Standard Issue" "item_type_name" "#TF_Weapon_Pistol" "item_description" " 'Hey knucklehead, you ain't gonna win.' Model by: 'G o a t K i n g' Weapon from: New Old Weapons Pack" "item_logname" "glock" "item_iconname" "glock" "image_inventory" "backpack/weapons/w_models/w_glock" "model_world" "models/weapons/w_models/w_glock.mdl" "model_player" "models/weapons/v_models/v_glock_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.3" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "2.2454" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.55" } } "visuals" { "sound_single_shot" "Weapon_Glock.Single" "sound_burst" "Weapon_Glock.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--RESERVE SHOOTER- 3415------ //----------------------------- //----------------------------- "3415" { "name" "TF_WEAPON_RESERVE_SHOOTER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Reserve Shooter" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Only Soldiers and Eagles should be flying - and you look to be neither, son! Weapon from: New Old Weapons Pack" "item_logname" "reserve_shooter" "item_iconname" "reserve_shooter" "image_inventory" "backpack/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter" "model_world" "models/weapons/w_models/w_reserve_shooter.mdl" "model_player" "models/weapons/v_models/v_reserve_shooter_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.80" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } } "visuals" { "sound_single_shot" "Weapon_Reserve_Shooter.Single" "sound_burst" "Weapon_Reserve_Shooter.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------- //---------------- //--UMP45 - 3416-- //---------------- //---------------- "3416" { "name" "TF_WEAPON_UMP45" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Deep Dive" // IS THAT A - okay I'll stop. "item_type_name" "#TF_Weapon_SMG" "item_description" " 'I'm runnin' outta places to put holes in ya!' Weapon from: New Old Weapons Pack" "item_logname" "ump45" "item_iconname" "ump45" "image_inventory" "backpack/weapons/w_models/w_ump45" "model_world" "models/weapons/w_models/w_ump45.mdl" "model_player" "models/weapons/v_models/v_ump45_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size bonus" // 40 { "attribute_class" "mult_clipsize" "value" "1.6" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.6" } "damage penalty" // 9 { "attribute_class" "mult_dmg" "value" "0.795" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_UMP45.Single" "sound_burst" "Weapon_UMP45.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--CIV FUNNI GUN - 3417-- //------------------------ //------------------------ // "3417" // { // "name" "TF_WEAPON_REVOLVER_CIVILIAN_ALT" // "prefab" "weapon_umbrella" // "show_in_armory" "0" // // "propername" "1" // "item_name" "Backup Plan" // "item_type_name" "...Revolver?" // "item_description" "Alt-Fire: Inflict an enemy with temporary Marked for Death (20s cooldown) // //If only you had learned how to shoot..." // "item_logname" "snubnose_melee" // "item_iconname" "snubnose_melee" // "image_inventory" "backpack/weapons/w_models/w_snubnose_melee" // "model_world" "models/weapons/w_models/w_snubnose_melee.mdl" // "model_player" "models/weapons/v_models/v_snubnose_melee_civilian.mdl" // "attach_to_hands" "2" // "used_by_classes" // { // "civilian" "1" // } // "static_attrs" // { // "civ boost cond override" "30 15" // "civ boost targets enemies" "1" // "class select override vcd" "taunt01" // } // "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" // "drop_sound" "#ui/item_light_gun_drop.wav" // } // V5.3.3 Its actually a gun now! "3417" { "name" "TF_WEAPON_REVOLVER_CIVILIAN" "prefab" "weapon_umbrella" "item_class" "tf_weapon_revolver" "show_in_armory" "1" "propername" "1" "item_slot" "melee" "item_name" "Backup Plan" "item_type_name" "Break Action Revolver" "item_description" "Civilian cannot handle firearms effectively Just the right size for me pocket! Weapon from: New Old Weapons Pack Edited by: 'Reagy'" "item_logname" "snubnose_civ" "item_iconname" "snubnose_civ" "image_inventory" "backpack/weapons/w_models/w_snubnose_melee" "model_world" "models/weapons/custom/w_models/w_backup_plan.mdl" "model_player" "models/weapons/custom/v_models/v_backup_plan.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { // "clip size penalty hidden" "0.5" // 3 shots! "hidden secondary max ammo penalty" "1.5" // 36 ammo in secondary! // "fire rate penalty hidden" "0.8" // Around 14% slower compared to the Shortstop // "damage bonus hidden" "0.10" // "reload time increased hidden" "0.9" // Slightly faster reload, to match the Pistol's..? "fire rate penalty" "1.2" "Reload time increased" "1.25" "min_viewmodel_offset" "10 0 -11" } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" } "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------------- //---------------------------------- //--PYRO RESERVE SHOOTER- 3418------ //---------------------------------- //---------------------------------- "3418" { "name" "TF_WEAPON_RESERVE_SHOOTER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Reserve Shooter" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Weapon from: New Old Weapons Pack" "item_logname" "reserve_shooter" "item_iconname" "reserve_shooter" "image_inventory" "backpack/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter_pyro" "model_world" "models/weapons/w_models/w_reserve_shooter_pyro.mdl" // As of v2.2.5, Pyro has the teamcolored special RS back! "model_player" "models/weapons/v_models/v_reserve_shooter_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.80" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } } "visuals" { "sound_single_shot" "Weapon_Reserve_Shooter.Single" "sound_burst" "Weapon_Reserve_Shooter.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--AXTINGUISHER HYBRID - 3419-- // V5.3 Weapon switch time decreased //------------------------------ //------------------------------ "3419" { "name" "TF_WEAPON_AXTINGUISHER" "prefab" "weapon_fireaxe" "show_in_armory" "1" "propername" "1" "item_name" "Axtinguisher" "item_type_name" "#TF_Weapon_FireAxe" "item_description" " 'Uh hlldy dh dhyrhh mh mht th dh!' Weapon from: New Old Weapons Pack Edited by: 'Reagy'" "item_logname" "axtinguisher" "item_iconname" "axtinguisher" "image_inventory" "backpack/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro" "model_world" "models/weapons/w_models/w_axtinguisher.mdl" "model_player" "models/weapons/v_models/v_axtinguisher_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "crit vs burning players" { "attribute_class" "or_crit_vs_playercond" "value" "1" } "single wep deploy time decreased" // I've always been a little fidgety about adding this weapon, because well, the Axtinguisher exists. But... I think the switch speed debuff on axt works, so I'm okay with bringing this in... maybe { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "switch from wep deploy time decreased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "0.5" // This seems fidgety, it tends to take effect on the next-next weapon you select. } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------- //-------------------------- //--SCATTERGUN TEST - 3420-- //-------------------------- //-------------------------- "3420" { "name" "TF_WEAPON_BFB_SCATTERGUN" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Baby-Face's Blaster" "item_type_name" "#TF_Weapon_Scattergun" "item_description" "On hit: Gain a huge Speed-Boost that lasts until you switch to another weapon! Ey, good luck chasing after 'dese handsome afterimages, pal! Weapon from: New Old Weapons Pack" "item_logname" "pep_brawlerblaster" "item_iconname" "pep_brawlerblaster" "image_inventory" "backpack/workshop/weapons/c_models/c_pep_scattergun/c_pep_scattergun" "model_world" "models/weapons/w_models/w_pep_scattergun.mdl" // This would be the first place I used a technique that went on to fix a few more weapons - procedural bones! It's sorcery honestly!! "model_player" "models/weapons/v_models/v_pep_scattergun_scout.mdl" // I just manually animated the cover moving for the v_model "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond_self" // Just enough to proc it once, then the games are on! "value" "49 0.05" } "speed boost when active" // Display only! Also technically it's only 40% but shh { "attribute_class" "mult_torso_scale" "value" "1.5" } // "move speed penalty" // Scout spends very little time not boosted, and it goes away when switching weapons, so might as well not bother! // { // "attribute_class" "mult_player_movespeed" // "value" "0.90" // } "max health additive penalty" // Fast as he may be, he can and WILL die to any gust of wind { "attribute_class" "add_maxhealth" "value" "-35" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "1.5" } } "visuals" { "sound_single_shot" "Weapon_Brawler_Blaster.Single" "sound_burst" "Weapon_Brawler_Blaster.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------- //------------------- //--SBL TEST - 3421-- //------------------- //------------------- "3421" { "name" "TF_WEAPON_QUICKIEBOMB_LAUNCHER" "prefab" "weapon_stickybomb_launcher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Quickiebomb Launcher" "item_type_name" "#TF_Weapon_PipeBombLauncher" "item_description" " 'If you were huntin' trouble, lad, ya found it!' Weapon from: New Old Weapons Pack" "item_logname" "quickiebomb_launcher" "item_iconname" "quickiebomb_launcher_v2" "image_inventory" "backpack/workshop/weapons/c_models/c_kingmaker_sticky/c_kingmaker_sticky" "model_world" "models/weapons/w_models/w_kingmaker_sticky.mdl" "model_player" "models/weapons/v_models/v_kingmaker_sticky_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.67" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.75" } "stickybomb charge rate" { "attribute_class" "stickybomb_charge_rate" "value" "0.3" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "max pipebombs decreased" { "attribute_class" "add_max_pipebombs" "value" "-4" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_kingmaker_stickybomb.mdl" // Technically this stickybomb does have gibs, but something about precaching makes them not appear. Weird... } } "visuals" { "sound_single_shot" "Weapon_AirBurster.Single" "sound_burst" "Weapon_AirBurster.SingleCrit" "sound_special1" "Weapon_AirBurster.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------- //-------------------- //--EQUALIZER - 3422-- //-------------------- //-------------------- "3422" { "name" "TF_WEAPON_EQUALIZER" "prefab" "weapon_shovel" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Equalizer" "item_type_name" "#TF_Weapon_Pickaxe" "item_description" " To the victor go the spoils, and I do not know how to lose! Weapon from: New Old Weapons Pack" "item_logname" "unique_pickaxe" "item_iconname" "pickaxe" "image_inventory" "backpack/weapons/c_models/c_pickaxe/c_pickaxe" "model_world" "models/weapons/w_models/w_pickaxe.mdl" "model_player" "models/weapons/v_models/v_pickaxe_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "provide on active" // So you don't run at hyper speed all the time! { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.3" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.1" } "max health additive penalty" // a HUGE hit, but it makes you play in that dangerous health range again { "attribute_class" "add_maxhealth" "value" "-100" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "1.25" } } "visuals" { "sound_melee_miss" "Weapon_PickAxe.Swing" "sound_melee_hit" "Weapon_PickAxe.HitFlesh" "sound_burst" "Weapon_PickAxe.SwingCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v2.1.5 STUFF --- //--------------------------- //--------------------------- //--------------------------- //------------------------- //------------------------- //--REVOLVER RIFLE - 3423-- //------------------------- //------------------------- "3423" { "name" "TF_WEAPON_REVOLVER_RIFLE" // An old friend! Old viewers might remember this as one of the old weapons prominently shown off in my old weapons pack videos from 2015! "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_hunterrifle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Walkabout" "item_type_name" "#TF_Weapon_SniperRifle" "item_description" " 'Let's have a go, ya mug!' Weapon from: New Old Weapons Pack" "item_logname" "revolver_rifle" "item_iconname" "revolver_rifle" "image_inventory" "backpack/weapons/w_models/w_revolver_rifle" "model_world" "models/weapons/w_models/w_revolver_rifle_sniper.mdl" "model_player" "models/weapons/v_models/v_revolver_rifle_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" } "attributes" // The stats here are kinda weird, for now - might be liable to change if they ever tweak or separate out the "no scope" attrib into several! { "no scope" // 360 { "attribute_class" "mod_no_scope" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.75" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "sniper no dmg charge DISPLAY ONLY" { "attribute_class" "mod_sniper_no_dmg_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } // Backend stuff "voice pitch scale" { "attribute_class" "headshot_damage_modify" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_RevolverRifle.Single" "sound_burst" "Weapon_RevolverRifle.SingleCrit" "sound_reload" "Weapon_HuntingRifle.WorldReload" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--CLOAK & DAGGER TEST - 3424-- //------------------------------ //------------------------------ "3424" { "name" "TF_WEAPON_LEATHER_WATCH" // This is a weird, experimental one! I'm sure you're all used to it already, but this doesn't behave exactly like the one in Live TF2... "prefab" "weapon_invis" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Cloak and Dagger" "item_type_name" "#TF_Weapon_Watch" "item_description" "This item cloaks and decloaks slowly Ah, the lost art of hiding right in plain sight. Weapon from: New Old Weapons Pack" "image_inventory" "backpack/weapons/c_models/c_leather_watch/parts/c_leather_watch" "model_player" "models/weapons/v_models/v_watch_leather_spy.mdl" "attach_to_hands" "0" "used_by_classes" { "spy" "1" } "attributes" { // "set cloak is movement based" // Probably better to leave this text disabled for now! "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "2" } "mult cloak meter regen rate" { "attribute_class" "mult_cloak_meter_regen_rate" "value" "2" } "cloak consume rate decreased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "0" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "20" } // Backend stuff "move speed penalty" // Has a bit of back-end to make the text appear right! This lowers movement speed while cloaked - opposite of the Tactical Retreat. { "attribute_class" "mult_player_movespeed_cloaked" "value" "0.85" } "mult decloak rate" { "attribute_class" "mult_decloak_rate" "value" "1.25" } "strange restriction type 1" // The usual stuff here { "attribute_class" "mult_cloak_rate" "value" "0.35" } } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //-------------------------- //-------------------------- //--ENGI REVOLVER 2 - 3425-- //-------------------------- //-------------------------- "3425" { "name" "TF_WEAPON_REVOLVER_ENGI" // Another returning friend! It's the original Engi Revolver from my old videos, as old viewers might also remember. "prefab" "weapon_pistol" // Think of it like Hoxton in PD2 though. It's back, but it's changed since something took its place! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Ol' Sheriff" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Quickdraw duel with ricocheting bullets! If your definition of bullet is loose, anyway This fort ain't big enough fer the two of us. Weapon from: New Old Weapons Pack" "item_logname" "revolver_quickdraw" "item_iconname" "revolver_quickdraw" "image_inventory" "backpack/weapons/w_models/w_revolver_quickdraw" "model_world" "models/weapons/w_models/w_revolver_quickdraw.mdl" "model_player" "models/weapons/v_models/v_revolver_quickdraw_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" // There's some weird backend here, because the stats are relative to a Revolver... but this is a Pistol!? I'm bad at math so I apologize. { "override projectile type" "32" "damage bonus hidden" "1.65" // 2.66 -> 2.0 (-50% damage penalty?) | And, for ricochetgun, bump that to 3.0 (for the same damage) "clip size penalty hidden" "0.3" // 0.5 -> 0.3 (-25% clip size?) "fire rate penalty hidden" "1.55" // 3.4 -> 1.55 (+200% fire rate?) "hidden secondary max ammo penalty" "0.18" } "attributes" // A bunch of weird display-only crap mixed with actual normal attributes! Argh! { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.6" } "fire rate bonus" { "attribute_class" "strange_restriction_user_type_1" "value" "0.45" } "damage penalty" { "attribute_class" "strange_restriction_user_type_3" "value" "0.4" // Was 0.75 for 45 dmg } "clip size penalty" { "attribute_class" "strange_restriction_user_type_2" "value" "0.6" } // Backend stuff "torso scale" { "attribute_class" "mult_projectile_speed" "value" "3" } } "visuals" { "sound_single_shot" "Weapon_EngiRevolver_ALT.Single" "sound_burst" "Weapon_EngiRevolver_ALT.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" // "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" // Coilgun reload looks closer to the action of reloading a Revolver! // "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" // "ACT_MP_RELOAD_SWIM_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------- //----------------------- //--NAILGUN TEST - 3426-- //----------------------- //----------------------- "3426" { "name" "TF_WEAPON_NAILGUN_METAL" "item_class" "tf_weapon_nailgun" // Defined manually so Scout doesn't have it! "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Pneumatic Pulverizer" "item_type_name" "#TF_Weapon_NailGun" "item_description" "Default Clip: 25 Nails Convenience and lethality at its finest! Weapon from: New Old Weapons Pack" // Have to put it here, since no clip is rendered if your ammo is metal. "item_logname" "nailgun_metal" "item_iconname" "nailgun_metal" "image_inventory" "backpack/weapons/w_models/w_necrotic_nailgun" "model_world" "models/weapons/w_models/w_necrotic_nailgun.mdl" "model_player" "models/weapons/v_models/v_necrotic_nailgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" "clip size penalty hidden" "2" "fire rate bonus" "0.9" "damage penalty" "0.7" } "attributes" { "mod use metal ammo type" // This attribute is a little weird. { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "mod ammo per shot" { "attribute_class" "mod_ammo_per_shot" "value" "2" } "voice pitch scale" { "attribute_class" "mult_maxammo_metal" "value" "1.6" } } "visuals" { "sound_single_shot" "Weapon_NailgunMetal.Single" "sound_burst" "Weapon_NailgunMetal.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--HEAVY WEARABLE - 3427-- //------------------------- //------------------------- "3427" { "name" "TF_WEARABLE_BANDOLIER" // Still unsure, might entirely refactor this later if and when they add new attribs that can act passively "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "primary" "equip_region" "bullets" // Completely obsolete even if it did work! "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Arms-Deal Armament" "item_type_name" "Bandolier" "item_description" " Replaces your Minigun You are unable to use a Primary Weapon while this item is equipped Weapon from: New Old Weapons Pack" "image_inventory" "backpack/workshop/player/items/heavy/jul13_bagdolier/jul13_bagdolier" "model_player" "models/player/items/heavy_bagdolier_ammobelt.mdl" "extra_wearable" "models/player/items/heavy_bagdolier_ammobelt.mdl" "used_by_classes" { "heavy" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt03" // This would work in theory, but he just stands still anyway if his Primary is replaced. } "attributes" { "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "health regen" { "attribute_class" "add_health_regen" "value" "4" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-75" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //--------------------------- //--------------------------- //--RAILGUN TEST FIX - 3428-- //--------------------------- //--------------------------- "3428" { "name" "TF_WEAPON_RAILGUN_DM" // Yet another OF Weapon! They make good weapon material tbf. "prefab" "weapon_shotgun" // The internals for the Railgun are kinda strange, I might need to refactor it in a future update? "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_quality" "rarity3" "item_name" "The Super Railgun" "item_type_name" "Railgun" "item_description" "This weapon has no damage falloff Some ol' Texan engineering here and some plasma there, goes a mighty long ways. Weapon from: New Old Weapons Pack" "item_logname" "railgun_dm" "item_iconname" "railgun_dm" "image_inventory" "backpack/weapons/w_models/w_railgun" "model_world" "models/weapons/w_models/w_railgun.mdl" // The viewmodel and worldmodel have some weird clipping problems, but there isn't a lot I can do about it sadly.. "model_player" "models/weapons/v_models/v_railgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "32" // Coilgun laser! "mod max primary clip override" "-1" "damage bonus hidden" "13.35" "hidden primary max ammo bonus" "0.785" "ragdolls become ash" "1" } "attributes" // The stats here are kinda weird, for now { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.7" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2.75" } "sniper no charge" { "attribute_class" "unimplemented_mod_sniper_no_charge" "value" "1" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.35" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1.2" } } "visuals" { "sound_single_shot" "Weapon_RailgunDM.Single" // This actually caused some weird issues for a few moments - the Coilgun's sounds already go by Weapon_Railgun! "sound_burst" "Weapon_RailgunDM.SingleCrit" "sound_reload" "Weapon_RailgunDM.Charge" // Since it's a Sniper Rifle, it doesn't seem to play World Reload sounds... "sound_special1" "Weapon_CowMangler.Explode" // If we decide we want the lasers to blow up, might be neat? } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--QUAKE GL TEST - 3429-- //------------------------ //------------------------ "3429" { "name" "TF_WEAPON_ORIGINAL_GL" // This weapon is like, a mishmash of a lot of completely different elements - like a frankenstein's monster of Quake "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "anim_slot" "primary" // Weird choice... but it's the anim set that best matches this weirdly shaped weapon! "propername" "1" "item_quality" "rarity3" "item_name" "The Trailblazer" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" "Grenades are fired from the center of the screen T'is like music to the ears. Weapon from: New Old Weapons Pack" "item_logname" "quake_gl" "item_iconname" "quake_gl" "image_inventory" "backpack/weapons/w_models/w_bet_grenadelauncher" "model_world" "models/weapons/w_models/w_bet_grenadelauncher.mdl" // The model for this GL was scuffed as hell! I had to spend a while manually fixing the smoothing... "model_player" "models/weapons/v_models/v_bet_grenadelauncher_demo.mdl" //('Smoothing' is basically what seperates your curved surfaces from hard edges. Imagine a table with no edges at all - that's what this Grenade Launcher was like!) "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "-5 0 -5" "class select override vcd" "taunt01" } "attributes" { "centerfire projectile" { "attribute_class" "centerfire_projectile" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_bet_grenadelauncher_grenade.mdl" // THE BOUNCE SOUNDS ARE HERE! They make use of some otherwise unused sound entries, so it might break in the future. } } "visuals" { "sound_single_shot" "Weapon_QuakeGL.Single" "sound_burst" "Weapon_QuakeGL.SingleCrit" "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_RELOAD_STAND_PRIMARY_END" "ACT_MP_RELOAD_STAND_SECONDARY_END" "ACT_MP_RELOAD_CROUCH_PRIMARY_END" "ACT_MP_RELOAD_CROUCH_SECONDARY_END" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_RELOAD_SWIM_SECONDARY_END" } } "mouse_pressed_sound" "#weapons/quake_ammo_pickup_remastered.wav" "drop_sound" "#weapons/quake_rpg_reload_remastered.wav" } //---------------------- //---------------------- //--BLEED TRANQ - 3430-- //---------------------- //---------------------- "3430" { "name" "TF_WEAPON_DARTGUN_WOOD" // This was suggested by a (not-involved-in-this-rarity3) friend, and I liked it enough to give it a go. "prefab" "weapon_tranq" // It's a Tranq that inflicts bleed! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Saboteur" "item_type_name" "#TF_Weapon_Tranq" "item_description" " So long as they do not bleed on my suit - this should go quite smoothly. Weapon from: New Old Weapons Pack" "item_logname" "dartgun_wood" "item_iconname" "dartgun_wood" "image_inventory" "backpack/weapons/w_models/w_dartgun_wood" "model_world" "models/weapons/w_models/w_dartgun_wood.mdl" "model_player" "models/weapons/v_models/v_dartgun_wood_spy.mdl" // The viewmodel was a bit iffy - I think it was animated for its own animations separate from the retail Tranq anims "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" // Might need tweaking! } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.3" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_dart_wood.mdl" } } "visuals" { "sound_single_shot" "Weapon_DartgunWood.Single" "sound_burst" "Weapon_DartgunWood.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------- //----------------------- //--HEAL BONESAW - 3431-- //----------------------- //----------------------- "3431" { "name" "TF_WEAPON_BATTLENEEDLE" "prefab" "weapon_bonesaw" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Vita-Saw" "item_type_name" "#TF_Weapon_Syringe" "item_description" " 'Hold still, schweinhund, this will only sting for a moment.' Weapon from: New Old Weapons Pack" "item_logname" "battleneedle" "item_iconname" "battleneedle_color" "image_inventory" "backpack/workshop/weapons/c_models/c_uberneedle/c_uberneedle" "model_world" "models/weapons/w_models/w_uberneedle.mdl" // I had to remove the dynamically moving uber-fluid - both because this wep doesn't use it, and also because it was nightmarish to make a v_model for! "model_player" "models/weapons/v_models/v_uberneedle_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "65" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.6955" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } } "visuals" { "sound_melee_hit" "Weapon_UberSaw.HitFlesh" "sound_taunt" "Taunt.MedicViolinUber" // Appears to be leftover - nothing uses it by default! } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------------- //--------------------------------- //--ALLCLASS SHOTGUN- 3432 - 3435-- //--------------------------------- //--------------------------------- "3432" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Each of these bullets has a tiny boot - addressed to be mailed right to your ass! Weapon from: New Old Weapons Pack" "item_logname" "panic_attack" "item_iconname" "panic_attack_noballs" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "3433" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Weapon from: New Old Weapons Pack" "item_logname" "panic_attack" "item_iconname" "panic_attack_noballs" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "3434" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Try to outsmart bullet. I dare you. Weapon from: New Old Weapons Pack" "item_logname" "panic_attack" "item_iconname" "panic_attack_noballs" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "3435" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_quality" "rarity3" "item_name" "The Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Somebody's gonna meet their maker today - and the odds ain't lookin' up for you, son. Weapon from: New Old Weapons Pack" "item_logname" "panic_attack" "item_iconname" "panic_attack_noballs" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--HEAVY SHOTGUN 2 - 3436-- //--------------------------- //--------------------------- "3436" { "name" "TF_WEAPON_MOB_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "The Soviet Silencer" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Baby would do well to shut up, before gun makes you shut up, Да? Weapon from: New Old Weapons Pack" "item_logname" "mob_shotgun" "item_iconname" "mob_shotgun" "image_inventory" "backpack/weapons/w_models/w_mob_shotgun" "model_world" "models/weapons/w_models/w_mob_shotgun.mdl" "model_player" "models/weapons/v_models/v_mob_shotgun_heavy.mdl" // The port and bolt already are rigged to move back by the OG creator - and they look great! "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_MobShotgun.Single" // This gun came packed with some custom sounds, but I found they were kinda iffy, so I opted to find some other sounds to use... "sound_burst" "Weapon_MobShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------- //-------------------- //--RPG TEST - 3437 -- //-------------------- //-------------------- "3437" { "name" "TF_WEAPON_RPG_HL1" // It was hard coming up with good ideas for a new rocket launcher, might refactor this as we get more attribs! "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Red Glare" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "Knock enemies far away with your rockets! This is my point - and I do not remember giving you permission to stand on my point. Here, let me make myself clear! Weapon from: New Old Weapons Pack" "item_logname" "rpg_tracker" "item_iconname" "rpg_tracker" "image_inventory" "backpack/weapons/w_models/w_rpg_tracker" "model_world" "models/weapons/w_models/w_rpg_tracker.mdl" "model_player" "models/weapons/v_models/v_rpg_tracker_soldier.mdl" // Uses the RPG animations, just since I wanted to. "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v3" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.5" } "airblast pushback scale" // Display only! { "attribute_class" "voice_pitch_scale" "value" "3.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_libertylauncher.mdl" } "strange restriction type 1" { "attribute_class" "apply_z_velocity_on_damage" // Copied from the FAN for funny knockback "value" "400" } "strange restriction type 2" { "attribute_class" "apply_look_velocity_on_damage" "value" "250" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.9" } } "visuals" { "sound_single_shot" "Weapon_RPGTracker.Single" "sound_burst" "Weapon_RPGTracker.SingleCrit" "sound_reload" "Weapon_BetaRPG.Reload" "sound_special1" "Weapon_Airstrike.Explosion" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- //--EX EXPLOSIVE SSG TEST - 3438--------------------------------------------------------------------------------------- //--People didn't like the explosive factor, turned it into a normal supershotgun, removes the ability to rocket jump-- //--V5.3.6 Modified pellet/damage ratio, added spread penalty and reduced fire rate via Wonders //--V5.3.7 Reduced damage considerably and minor increase in spread //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- "3438" { "name" "TF_WEAPON_SSG" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity3" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "#TF_Weapon_DoubleBarrel" "item_type_name" "Double-Barrel Shotgun" "item_description" "This weapon cannot blast jump For optimal effect, place barrels within ass-kicking distance of your enemy. Weapon from: New Old Weapons Pack / Open Fortress Weapon edited by: 'Reagy'" "item_logname" "dm_ssg" "item_iconname" "dm_ssg" "image_inventory" "backpack/weapons/w_models/w_supershotgun" "model_world" "models/weapons/w_models/w_supershotgun.mdl" "model_player" "models/weapons/v_models/v_supershotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt02_v1" "damage bonus hidden" "1.35" "hidden primary max ammo bonus" "0.63" "reload time increased hidden" "2.66" "min_viewmodel_offset" "7 -6 -5" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "-0.25" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.2" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.35" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } "hand scale" { "attribute_class" "mult_bullets_per_shot" "value" "2" } "reload time increased hidden" { "attribute_class" "mult_reload_time" "value" "1.33" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_empty" "Weapon_Null" "sound_single_shot" "Weapon_SuperShotGun.Single" "sound_burst" "Weapon_SuperShotGun.SingleCrit" "sound_reload" "Weapon_SuperShotGun.WorldReload" "sound_special1" "Weapon_Null" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--FUNNY KNIFE II - 3439-- //------------------------- //------------------------- "3439" { "name" "TF_WEAPON_EOSD_KNIFE" // IS THAT A - "prefab" "weapon_knife" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Scarlet Rose" "item_type_name" "#TF_Weapon_Knife" "item_description" " You must think fast, and kill faster, if you've any chance of surviving. Weapon from: New Old Weapons Pack" "item_logname" "eosd_knife" "item_iconname" "eosd_knife" "image_inventory" "backpack/weapons/w_models/w_eosd_knife" "model_world" "models/weapons/w_models/w_eosd_knife.mdl" // I hate when models don't have smoothing "model_player" "models/weapons/v_models/v_eosd_knife_spy.mdl" // Like with the Eternal Reward, this has bloodied skins! "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" // Oh my god why does this escape { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "8" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "15" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "health drain" { "attribute_class" "add_health_regen" "value" "-5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.35" } } "visuals" { "sound_melee_miss" "Weapon_EOSDKnife.Miss" "sound_melee_hit" "Weapon_Knife.HitFlesh" "sound_melee_hit_world" "Weapon_Knife.HitWorld" "sound_burst" "Weapon_EOSDKnife.MissCrit" } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------- //---------------------------- //--LEVERRIFLE TEST II- 3440-- //---------------------------- //---------------------------- "3440" { "name" "TF_WEAPON_LEVER_RIFLE" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Lever Rifle" "item_type_name" "#TF_Weapon_Scattergun" "item_description" "-50% bullets per shot Old, reliable, and real good at killin' a buncha dopes - what else could ya want? Weapon from: New Old Weapons Pack" "item_logname" "leverrifle" "item_iconname" "leverrifle" "image_inventory" "backpack/weapons/w_models/w_leverrifle" "model_world" "models/weapons/w_models/w_leverrifle.mdl" // This gun is apparently a mish-mash of 4 entirely separate Shotguns / Scatterguns, but yet somehow looks distinct from all of them?? "model_player" "models/weapons/v_models/v_leverrifle_scout.mdl" // For reference: Lever Rifle, V_Shotgun, Baby-Face's Blaster, Frontier Justice "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.1" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_LeverRifle.Single" "sound_burst" "Weapon_LeverRifle.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--SNIPER MELEE- 3441-- //---------------------- //---------------------- "3441" { "name" "TF_WEAPON_CROC_KNIFE" "prefab" "weapon_club" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Bushwacka" "item_type_name" "#TF_Weapon_Club" "item_description" " 'Now this, is a knife' Weapon from: New Old Weapons Pack" "item_logname" "bushwacka" "item_iconname" "bushwacka" "image_inventory" "backpack/workshop/weapons/c_models/c_croc_knife/c_croc_knife" "model_world" "models/weapons/w_models/w_croc_knife.mdl" "model_player" "models/weapons/v_models/v_croc_knife_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "minicrits become crits" // { // "attribute_class" "minicrits_become_crits" // "value" "1" // } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------- //--------------------------- //-ENERGY DRINK TEST - 3442-- //--------------------------- //--------------------------- "3442" { "name" "TF_WEAPON_ENERGY_DRINK" "item_class" "tf_weapon_lunchbox" // Technically a Sandvich, with a bunch of complex functions handled off-house by taunts.txt "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" // "propername" "1" // One of the sole exceptions o the "non-stocks have a proper name" rule - only because "The Bonk! Atomic Punch" makes 0 sense "item_quality" "rarity3" "item_name" "Bonk! Atomic Punch" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Drink to gain up to 65 health. Item does not grant invulnerability on consumption. Not. Enough. Caffiene. Weapon from: New Old Weapons Pack" "image_inventory" "backpack/weapons/c_models/c_energy_drink/c_energy_drink" "model_world" "models/weapons/w_models/w_energy_drink.mdl" "model_player" "models/weapons/v_models/v_energy_drink_scout.mdl" // Has a "bite" bodygroup only to get the game to shut up about it - it's identical to the normal model. "attach_to_hands" "2" "extra_wearable" "models/player/items/scout_bonkcooler.mdl" "used_by_classes" { "scout" "1" } "static_attrs" { "item_meter_charge_type" "1" "item_meter_charge_rate" "20" // This -should- reduce the cooldown time, but ends up doing nothing... "meter_label" "#TF_EnergyDrink" "min_viewmodel_offset" "0 0 -5" "allowed in medieval mode" "1" } "attributes" { "heal on hit for slowfire" { "attribute_class" "strange_restriction_type_1" // Display only! "value" "65" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_energy_drink.mdl" // I don't think this works. } } "mouse_pressed_sound" "#ui/item_soda_can_pickup.wav" "drop_sound" "#ui/item_soda_can_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v2.2.5 STUFF --- //--------------------------- //--------------------------- //--------------------------- //----------------------- //----------------------- //--SPY TRAP PDA - 3443-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //----------------------- //----------------------- "3443" { "name" "TF_WEAPON_TRAP_CONC" // THIS IS FOR FUTURE REFERENCE! Due to a technical bug on TF2C's end, I can't implement this or anything similar to this, "item_class" "tf_weapon_pipebomblauncher" // and be HAPPY about it, unless they refactor how items in the same "internal slot" conflict. And it's unlikely they will! But, still... "show_in_armory" "1" "item_slot" "primary" // "item_slot" "building" // Spy (and other classes that use off-class weps for the matter) has this issue with item slots. "anim_slot" "building" // Without going too in-depth, because of how scuffed his Revolver's slots are, it disallows me using ANY weapon over his Sapper... "image_inventory_size_w" "128" "image_inventory_size_h" "82" // "propername" "1" "item_quality" "rarity3" "item_name" "Trap: Concussive Tripmine" "item_type_name" "Proximity Mine" // For the record, by the way, this specific setup seems only possible on the SBL - no other weapon has ALL the functions needed, not even the MIRV "item_description" "Can deploy up to 3 traps at a time. Enemies caught in the blast are concussed! Tripmines also provide weak knockback Use them to get to a ledge in a pinch! Weapon from: New Old Weapons Pack" "item_logname" "tripmine" "item_iconname" "tripmine" // Doesn't usually display, but might be useful if I want it to fuck up buildings at some point...? "image_inventory" "backpack/weapons/w_models/w_tripmine" "model_world" "models/weapons/w_models/w_tripmine.mdl" "model_player" "models/weapons/v_models/v_tripmine_spy.mdl" // Toss animation is recycled from the PASS-TIME Jack "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "mod max primary clip override" "-1" "damage bonus hidden" "0.001" // Just enough for the game to proc debuffs - this does no functional damage even with crits "fire rate penalty hidden" "2.5" // So you don't get to spam these. It's like a hair under 2s or so between throws. "hidden secondary max ammo penalty" "0.25" // 6 Tripmines to work with, total. 2 batches ignoring ammo refills at any point "min_viewmodel_offset" "5 -2 -4" } "attributes" { "proximity mines" { "attribute_class" "mod_sticky_is_proxy" "value" "1" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" // This doesn't scale - it's either on or it's not. } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "3.5" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_tripmine_projectile.mdl" } // Backend stuff. This needs a lot more hiding than usual... "strange restriction type 1" { "attribute_class" "mod_sticky_fizzles" "value" "1" } "strange restriction type 2" { "attribute_class" "add_max_pipebombs" "value" "-5" } "strange restriction type 3" { "attribute_class" "no_self_blast_dmg" "value" "2" } "strange restriction type 1" // Returns ability to throw while disguised { "attribute_class" "set_keep_disguise" "value" "1" } "halloween reload time decreased" { "attribute_class" "stickybomb_charge_rate" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.265" // Might be an interesting fold - you tell me how this goes! } "hand scale" // So you can do SOMETHING against buildings. Averages 40-55 damage, also viewpunches YOU which sucks { "attribute_class" "mult_dmg_vs_buildings" "value" "425" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_TripMine.Explode" // Recycled from CM5K's unused sounds "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_BUILDING" "ACT_MP_ATTACK_STAND_GRENADE_BUILDING" // Sapper Placement anim "ACT_MP_ATTACK_CROUCH_BUILDING" "ACT_MP_ATTACK_STAND_GRENADE_BUILDING" "ACT_MP_ATTACK_SWIM_BUILDING" "ACT_MP_ATTACK_STAND_GRENADE_BUILDING" } } "mouse_pressed_sound" "#ui/item_nvg_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------- //------------------- //--M249 SAW - 3444-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //------------------- //------------------- "3444" { "name" "TF_WEAPON_LMG" // This weapon went through a lot of growing pains, and it still needs work. But, here it is for now! "item_class" "tf_weapon_smg" // The idea is to eventually have it push you backwards midair a-la the M249 from Opposing Force. Obviously, not quite possible yet, but soon... "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Screaming Eagle" "item_type_name" "Machine Gun" "item_description" " 'Last one alive, lock the door!' Weapon from: New Old Weapons Pack" "item_logname" "lmg" "item_iconname" "lmg" "image_inventory" "backpack/weapons/w_models/w_lmg" "model_world" "models/weapons/w_models/w_lmg.mdl" "model_player" "models/weapons/v_models/v_lmg_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "0 0 -8" "damage bonus hidden" "1.25" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.345" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.65" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "3.5" } // "apply self knockback" // If this works, this pushes you veeery slightly back with each shot. It's not enough to fly, but it can modify your jumps if you shoot backward or down! // { // "attribute_class" "apply_self_knockback" // "value" "35" // } } "visuals" { "sound_single_shot" "Weapon_LMG.Single" "sound_burst" "Weapon_LMG.SingleCrit" "sound_reload" "Weapon_LMG.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------- //------------------------------- //--MARKET GARDENER TEST - 3445-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //------------------------------- //------------------------------- "3445" { "name" "TF_WEAPON_MARKET_GARDENER" "prefab" "weapon_shovel" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Market Gardener" "item_type_name" "#TF_Weapon_Shovel" "item_description" " Boots on the ground won't cut it, soldier. Blast off, and give 'em hell! Weapon from: New Old Weapons Pack" "item_logname" "market_gardener" "item_iconname" "market_gardener" "image_inventory" "backpack/workshop/weapons/c_models/c_market_gardener/c_market_gardener" "model_world" "models/weapons/w_models/w_market_gardener.mdl" "model_player" "models/weapons/v_models/v_market_gardener_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "mod crit while airborne" { "attribute_class" "voice_pitch_scale" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "mouse_pressed_sound" "#ui/item_shovel_pickup.wav" "drop_sound" "#ui/item_shovel_drop.wav" } //---------------------- //---------------------- //--CLOAK KNIFE - 3446-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //---------------------- //---------------------- "3446" { "name" "TF_WEAPON_SWITCHBLADE" "prefab" "weapon_knife" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Big Earner" "item_type_name" "Switchblade" "item_description" "On hit enemy: Become Stealthed! You can still attack for a few seconds before uncloaking quickly Suitable for those cut-and-run kind of jobs. Weapon from: New Old Weapons Pack" "item_logname" "big_earner" "item_iconname" "big_earner" "image_inventory" "backpack/workshop/weapons/c_models/c_switchblade/c_switchblade" "model_world" "models/weapons/w_models/w_switchblade.mdl" "model_player" "models/weapons/v_models/v_switchblade_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "add cloak on kill" // DISPLAY ONLY!! { "attribute_class" "strange_restriction_type_1" // "add_cloak_on_kill" "value" "100" // "30" } "add condition on hit" // Stealthed! 2.5s to stab again, else he starts to uncloak (that itself takes about 5s) { "attribute_class" "add_onhit_addcond_self" "value" "64 3" } "mult decloak rate" { "attribute_class" "mult_decloak_rate" "value" "0.75" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.1" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.8" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------- //-------------------- //--MAKESHIFT - 3447-- //-------------------- //-------------------- "3447" { "name" "TF_WEAPON_CHEMTHROWER" "prefab" "weapon_flamethrower" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Makeshift Mutilator" "item_type_name" "#TF_Weapon_Flamethrower" "item_description" " Ihht's ehphhthnt ht rhndrhn hny bhdyys hn-rhkhgnhyshabhl! Weapon from: New Old Weapons Pack" "item_logname" "chemthrower" "item_iconname" "chemthrower" "image_inventory" "backpack/weapons/w_models/w_chemthrower" // Internal name: "Chemthrower" "model_world" "models/weapons/w_models/w_chemthrower.mdl" "model_player" "models/weapons/v_models/v_chemthrower_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" // These stats are EXACT, taken directly from an older version of TF2C, with only some minor re-ordering to make more sense. { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.50" } "mod flamethrower push" { "attribute_class" "set_flamethrower_push_disabled" "value" "1" } "flame size penalty" { "attribute_class" "mult_flame_size" "value" "0.50" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.50" } } "visuals" { "sound_single_shot" "Weapon_ChemThrower.FireStart" "sound_special1" "Weapon_ChemThrower.FireLoop" "sound_special3" "Weapon_ChemThrower.WindDown" "sound_burst" "Weapon_ChemThrower.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--NEON ANNIHILATOR - 3448-- //--------------------------- //--------------------------- "3448" { "name" "TF_WEAPON_NEON_SIGN" // As of v2.2.5, this is just here so I don't have it unlisted on the Powerjack (the crits vs. wet players, I mean!) "prefab" "weapon_fireaxe" "item_class" "tf_weapon_bottle" // Has a break bodygroup, just like the bottle! Unlike the bottle, though, this ONLY crits against wet players, so it'll only happen then. "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Neon Annihilator" "item_type_name" "Broken Signpost" "item_description" " Yha phrh mhthykk, whs thnkmnh yhw whr shff fhrm mh hndawhda! Weapon from: New Old Weapons Pack" "item_logname" "annihilator" "item_iconname" "annihilator" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_sd_neonsign/c_sd_neonsign" "model_world" "models/weapons/w_models/w_sd_neonsign.mdl" "model_player" "models/weapons/v_models/v_sd_neonsign_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "particle on melee hit" "nutsnbolts_build" } "attributes" { "crit vs wet players" { "attribute_class" "crit_vs_wet_players" "value" "1" } "damage applies to sappers" // This doesn't actually work, BUT, since we set the weapon to be a Wrench, now it does. { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "damage penalty" // The dmg vs. players attribute doesn't actually work, so this is a basic workaround to get it to behave the same! { "attribute_class" "mult_dmg" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } // Backend stuff "voice pitch scale" // Unlike the Homewrecker, the Neon Annihilator is rarely actually used around buildings, so this time it can't repair at all! { "attribute_class" "mult_repair_value" "value" "0" } "hand scale" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.25" } } "visuals" { "sound_melee_hit" "Neon_Sign.ImpactFlesh" "sound_melee_hit_world" "Neon_Sign.ImpactWorld" "sound_special1" "Neon_Sign.Break" "sound_single_shot" "Neon_Sign.ImpactFlesh" "sound_single_shot_npc" "Neon_Sign.ImpactWorld" "sound_double_shot" "Neon_Sign.ImpactFlesh" "sound_double_shot_npc" "Neon_Sign.ImpactWorld" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------ //------------------------ //--FLECHETTE GUN - 3449-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //------------------------ //------------------------ "3449" { "name" "TF_WEAPON_FLECHETTE_GUN" // This one's been in figurative development hell for a while... "item_class" "tf_weapon_smg" // NOTE: THIS DEV. VERSION SHOOTS -BULLETS-. This is only to visualize how many projectiles I want it to fire. "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "primary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Flechette Launcher" "item_type_name" "Flechette Launcher" "item_description" "Launches explosive Flechettes that automatically detonate after 2 seconds. Explosions deal very little knockback. Model by: 'cobalt' Weapon from: New Old Weapons Pack" "item_logname" "flechettegun" "item_iconname" "flechettegun" "image_inventory" "backpack/weapons/w_models/w_flechettegun" "model_world" "models/weapons/w_models/w_tommysticky.mdl" "model_player" "models/weapons/v_models/v_tommysticky_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "30" // Tranq Dart. This is MANDATORY!! For intended behavior, imagine this but it shoots like 4 projectiles-ish "damage bonus hidden" "3.15" // 25 dmg max? w/ falloff for distance from explosion splash (this is also how much it does on a direct hit) "fire rate penalty hidden" "1.3" "clip size penalty hidden" "0.47" "hidden secondary max ammo penalty" "0.65" "reload time increased hidden" "1.65" } "attributes" { "rocket limited lifetime" // This... is weird. Apparently it works on Tranq Darts too? They explode if they're midair or stuck to walls (but not to players) { "attribute_class" "rocket_lifetime" "value" "2" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "blast radius increased" // Makes it a bit more generous with blast radius. { "attribute_class" "mult_explosion_radius" "value" "1.35" } "voice pitch scale" { "attribute_class" "mult_spread_scale" "value" "3" } "Projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.45" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_mp40_proj.mdl" // Reusing this here since it's unused anyway! } // Backend stuff // "torso scale" // { // "attribute_class" "mult_bullets_per_shot" // Related to another variant of the FL, might revisit later // "value" "3" // } "hand scale" { "attribute_class" "blast_dmg_to_self" "value" "1" } "strange restriction type 3" // Enough lift-off force on taking damage to get you off the ground, even if you use it from a standstill { "attribute_class" "apply_z_velocity_on_damage" "value" "200" } } "visuals" { "sound_single_shot" "Weapon_FlechetteGun.Single" "sound_burst" "Weapon_FlechetteGun.SingleCrit" "sound_special1" "Weapon_FlechetteGun.Explode" "sound_reload" "Weapon_TommyGun.WorldReload" "animation_replacement" { "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--MEDIC SHOTGUN - 3450-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //------------------------ //------------------------ "3450" { "name" "TF_WEAPON_SYRINGE_SHOT" // NOTE: THIS DEV. VERSION SHOOTS -BULLETS-. This is only to visualize how many projectiles I want it to fire. "prefab" "weapon_shotgun" // It will NOT, I repeat NOT shoot bullets under any circumstance in the final version. "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_quality" "rarity3" "item_name" "The Hippocratic Suggestion" "item_type_name" "...Shotgun?" "item_description" "Lasers are affected by gravity It's never a bad time for some impromptu laser-skull emergency surgery, ja? (No Syringe Buckshot included... for now) Weapon from: New Old Weapons Pack" "item_logname" "syringe_shot" "item_iconname" "syringe_shot" "image_inventory" "backpack/weapons/w_models/w_syringe_shot" "model_world" "models/weapons/w_models/w_syringe_shot.mdl" "model_player" "models/weapons/v_models/v_syringe_shot_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { // Syringe Vers // "override projectile type" "5" // Syringes! This is MANDATORY!! For intended behavior, imagine this but it shoots like 6 projectiles-ish // Laser Vers "override projectile type" "32" // Coilgun lasers! Again. "damage bonus hidden" "7.5" // Does 45 damage! It's not as much as a regular shotgun, but since Med only needs to hit 1 thing w/ no falloff, doesnt need to be! } "attributes" { "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2" } // "clip size penalty" // Would be better with multiple pellets / projectiles, but you spend so much time reloading it hurts // { // "attribute_class" "mult_clipsize" // "value" "0.67" // } "maxammo primary reduced" // Less disposable ammo to use { "attribute_class" "mult_maxammo_primary" "value" "0.75" } // Laser vers "torso scale" { "attribute_class" "mult_bullets_per_shot" // Ideally, it shoots 5-6 syringes per shot, if all hit they do normal shotty damage (90) "value" "0.1" // For now, shoot one bigboi laser } "hand scale" { "attribute_class" "mult_spread_scale" "value" "0.35" // Low but not absent spread } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.35" } } "visuals" { "sound_single_shot" "Weapon_SyringeShot.Single" "sound_burst" "Weapon_SyringeShot.SingleCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_RELOAD_STAND_PRIMARY_LOOP" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_LOOP" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_END" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_END" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_END" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--GOLF CLUB- 3451------ //----------------------- //----------------------- "3451" { "name" "TF_WEAPON_GOLF_CLUB" // The Nessie's Nine-Iron from Live, except with meme stats this time! "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Nessie's Nine-Iron" "item_type_name" "Golf Club" "item_description" " Whack your enemies to the Scottish Highlands! Weapon from: New Old Weapons Pack" "item_logname" "nessieclub" "item_iconname" "nessieclub" "image_inventory" "backpack/workshop/weapons/c_models/c_golfclub/c_golfclub" "model_world" "models/weapons/w_models/w_golfclub.mdl" "model_player" "models/weapons/v_models/v_golfclub_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" // I have absolutely no bloody idea what this attribute does. "melee range multiplier" "1.35" // These two extend your melee range. I think. "melee bounds multiplier" "1.55" // They just, work, okay!? } "attributes" { "airblast pushback scale" // Display only! { "attribute_class" "voice_pitch_scale" "value" "3.50" } "strange restriction type 1" { "attribute_class" "apply_z_velocity_on_damage" // Copied from the FAN for funny knockback "value" "300" } "strange restriction type 2" { "attribute_class" "apply_look_velocity_on_damage" "value" "350" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_GolfClub.Hit" // NICE SHOT ! ! "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_GolfClub.HitSpecial" // This weapon has "special" hitsounds that play every so often (1/16 chance), but since it's using the Bottle, it can do it guaranteed once w/ a crit "sound_single_shot" "Weapon_GolfClub.Hit" "sound_single_shot_npc" "Weapon_Fishwhacker.HitWorld" "sound_double_shot" "Weapon_GolfClub.Hit" "sound_double_shot_npc" "Weapon_Fishwhacker.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" // TO-DO: Add a soft golf-ball swing effect to this pickup noise! "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------- //------------------------- //--SCOUT SMG TEST - 3452-- //------------------------- //------------------------- "3452" { "name" "TF_WEAPON_COMBATSMG" "prefab" "weapon_pistol" "item_class" "tf_weapon_smg" "show_in_armory" "1" "anim_slot" "ITEM2" "propername" "1" "item_quality" "rarity3" "item_name" "The Miami Heat" // This is actually a returning weapon! When I was making the OF Map Ports - I was toying with the idea of having each map filled with all of the OF weapons, remade. "item_type_name" "#TF_Weapon_SMG" // As you can imagine, that didn't pan out, so I ended up binning that save for a few returning ones - this one just being the most recent. "item_description" " 'Happiness is a warm gun.' Weapon from: New Old Weapons Pack" "item_logname" "combat_smg" "item_iconname" "combat_smg" "image_inventory" "backpack/weapons/w_models/w_smg_dm" "model_world" "models/weapons/w_models/w_smg_dm.mdl" "model_player" "models/weapons/v_models/v_smg_dm.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" // "sniper" "1" // Sorry, Paint. "mercenary" "1" } "static_attrs" // Sorta resembles OF's stats for this weapon - before its removal, anyway! { "clip size penalty hidden" "1.4" "hidden secondary max ammo penalty" "0.94" // 0.93 for 2 clips reserve, 1.4 for 3 clips reserve (3 & 4 total respectively) "damage bonus hidden" "1.25" "fire rate penalty hidden" "0.8" "reload time increased hidden" "1.46" } "attributes" { "clip size bonus" { "attribute_class" "strange_restriction_type_1" "value" "1.4" } "fire rate bonus" { "attribute_class" "strange_restriction_type_2" "value" "0.15" } "reload time increased" { "attribute_class" "strange_restriction_type_3" "value" "1.5" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "3.5" } } "visuals" { "sound_single_shot" "Weapon_SMG_DM.Single" "sound_burst" "Weapon_SMG_DM.SingleCrit" "sound_reload" "Weapon_SMG.WorldReload" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_ITEM2" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_ITEM2" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_ITEM2" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_RELOAD_STAND_ITEM2" "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_CROUCH_ITEM2" "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_SWIM_ITEM2" "ACT_MP_RELOAD_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--SLAPPERS -------- 3453--- //--------------------------- //--------------------------- "3453" { "name" "TF_WEAPON_SLAPPERS" // The Hot Hand from Live, with a healthy dash of flavoring from the Slappers GMod addon. My beloved. "prefab" "weapon_fireaxe" "item_class" "tf_weapon_fists" // Normal dmg, but you can swing with M1 and M2! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Hot Hand" "item_type_name" "Glove" "item_description" "Getting slapped to death has got to be humiliating. Weapon from: New Old Weapons Pack" "item_logname" "hot_hand" "item_iconname" "hot_hand" "image_inventory" "backpack/weapons/c_models/c_slapping_glove/w_slapping_glove" "model_player" "models/weapons/v_models/v_slappers_pyro.mdl" // This has a bodygroup to toggle the glove off, but it probably wont come into play much huh? "extra_wearable" "models/weapons/w_models/w_slappers.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "strange restriction type 2" // EXTREMELY powerful knockback! Totally hidden for funnies, too. It WON'T activate unless the enemy is already airborne - this is so people dont catch on immediately! { "attribute_class" "apply_look_velocity_on_damage" "value" "750" } "strange restriction type 1" { "attribute_class" "apply_z_velocity_on_damage" // Copied from the FAN for funny knockback "value" "200" } } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Slap.HandHit" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Fist.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_rubber_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } //------------------------ //------------------------ //--SUPER NAILGUN - 3454-- //------------------------ //------------------------ "3454" { "name" "TF_WEAPON_SUPERNAILGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Super Nailgun" "item_type_name" "#TF_Weapon_Nailgun" "item_description" " Unleash a maelstrom of nails into your enemies! Weapon from: New Old Weapons Pack" "item_logname" "supernailgun" "item_iconname" "supernailgun" "image_inventory" "backpack/weapons/w_models/w_supernailgun" "model_world" "models/weapons/w_models/w_supernailgun_temp.mdl" "model_player" "models/weapons/v_models/v_supernailgun_heavy_temp.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "29" "damage bonus hidden" "1.35" // 18 per nail - but nail falloff is way better than normal bullets. Effect on balance unclear... } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.55" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" // To offset the ammo it chews through faster "value" "1.25" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.35" } "minigun spindown time increased" { "attribute_class" "mult_minigun_spindown_time" "value" "1.2" } // Backend stuff "spread penalty" { "attribute_class" "strange_restriction_type_1" // This doesn't actually do anything - it just represents how it's harder to actually land hits on enemies "value" "1.5" } "torso scale" { "attribute_class" "mult_bullets_per_shot" // Doesn't work but might eventually - will rebalance once it does "value" "3" // 4 nails per shot - this WOULD return it to similar to base Minigun behavior if it worked } } "visuals" // This is where the fun begins. { "sound_empty" "Weapon_SuperNailGun.ClipEmpty" "sound_double_shot" "Weapon_SuperNailGun.Fire" "sound_burst" "Weapon_SuperNailGun.FireCrit" "sound_special1" "Weapon_SuperNailGun.WindUp" "sound_special2" "Weapon_SuperNailGun.WindDown" "sound_special3" "Weapon_SuperNailGun.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------- //------------------------------- //--MARKET GARDENER DEMO - 3455-- THIS WEAPON IS IN AN INCOMPLETE STATE AND I'LL WORK ON IT MORE //------------------------------- //------------------------------- "3455" { "name" "TF_WEAPON_CABER" "prefab" "weapon_bottle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Ullapool Caber" "item_type_name" "...Hand Grenade?" "item_description" "100% critical hit vs aiming players High-yield Scottish face removal. A sober person would throw it... Weapon from: New Old Weapons Pack" "item_logname" "ullapool_caber" "item_iconname" "ullapool_caber" // This has an alternate ver called 'ullapool_caber_explosion' "image_inventory" "backpack/workshop/weapons/c_models/c_caber/c_caber" "model_world" "models/weapons/w_models/w_caber.mdl" "model_player" "models/weapons/v_models/v_caber_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mod crit while airborne" { "attribute_class" "voice_pitch_scale" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.6454" } "strange restriction type 1" { "attribute_class" "or_crit_vs_playercond" "value" "6" // Bitflags! These add up to... crits vs. Aiming(2) and Zoomed(4) players. It might also affect Heavies but I dont know. } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Fishwhacker.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_AirBurster.Explode" "sound_single_shot" "Weapon_Fishwhacker.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar.HitWorld" "sound_double_shot" "Weapon_Fireaxe.HitFlesh" "sound_double_shot_npc" "Weapon_Fireaxe.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //---------------------------- //---------------------------- //--MINI BUILDINGS PDA - 3456- //---------------------------- //---------------------------- "3456" { "name" "TF_WEAPON_MINIDEPLOY_PDA" // Loosely inspired by something in KOCW, but may be more or less balanced - will have to see! "prefab" "weapon_pda" "show_in_armory" "1" "item_quality" "rarity3" "item_name" "PDA: Rush Order" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" "Dispenser generates ammo + metal slowly -70% max building health Deploy fast-building yet fragile buildings! You are unable to upgrade with the Wrench Weapon from: New Old Weapons Pack" "image_inventory" "backpack/weapons/w_models/w_mini_pda" "model_world" "models/weapons/w_models/w_mini_pda.mdl" "model_player" "models/weapons/v_models/v_mini_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { // Sentry "engineer sentry build rate multiplier" "2.5" // Dispenser "engineer dispenser build rate multiplier" "2.5" // Teleporter "engineer teleporter build rate multiplier" "2.5" // General "building cost reduction" "0.8" // The numbers here aren't perfect, but I can't fine-tune it to all buildings, and the next closest I found with acceptable numbers is... 50% building cost. Which is too much "sentry shoots projectile" "1" } "attributes" { "torso scale" { "attribute_class" "mult_dispenser_rate" // Dispensers give significantly less ammo and generate less metal per tick of those "value" "0.5" } "hand scale" { "attribute_class" "mult_engy_building_health" // Sentry and Dispenser have 100 health "value" "0.67" } "voice pitch scale" // Note; It's still possible to upgrade the buildings, you just need either the Rescue Ranger or another Engineer { "attribute_class" "upgrade_rate_mod" // Even so... at max, the buildings have 144 health, so they get trampled by ANY resistance "value" "0" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------ //------------------------ //--DISPENSERIZER - 3457-- //------------------------ //------------------------ "3457" { "name" "TF_WEAPON_DISPENSERIZER" // Not even a joke, this weapon came to me in a fit of divine inspiration while half asleep "item_class" "tf_weapon_pipebomblauncher" // NOTE: I would move this to PRIMARY if I could - but doing so causes really weird behavior so bleh. Actually, same deal as the Conc. Tripmine "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "primary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Dispenserizer" "item_type_name" "Building Launcher" "item_description" " Launch an explosive Mini-Dispenser that can be detonated at will! Weapon from: New Old Weapons Pack" "item_logname" "dispenserizer" "item_iconname" "dispenserizer" "image_inventory" "backpack/weapons/w_models/w_dispenserizer" "model_world" "models/weapons/w_models/w_dispenserizer.mdl" "model_player" "models/weapons/v_models/v_dispenserizer_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "mod max primary clip override" "-1" // "hidden secondary max ammo penalty" "0.23" // 5 minis to work with - hopefully to encourage more strategic placement or usage "fire rate penalty hidden" "3.25" // VERY slow fire speed; even with best usage, you have to wait until the other dispenser blows up before firing another } "attributes" { "proximity mines" { "attribute_class" "mod_sticky_is_proxy" "value" "1" } "stickybomb charge rate" { "attribute_class" "stickybomb_charge_rate" "value" "0.2" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.75" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.6" // Does less damage so Engi isnt stomping with a SECONDARY } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/mini_dispenser_projectile.mdl" } // Backend stuff "strange restriction type 1" { "attribute_class" "add_max_pipebombs" "value" "-7" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" // He can do 1-2 jumps on average, each takes out like 1/3rd or 1/2 of his health "value" "0.5" } "damage force increase hidden" // Jump Height decrease - Engi gets a sticky jump essentially so don't let him abuse it relentlessly { "attribute_class" "mult_dmgself_push_force" "value" "0.55" } } "visuals" { "sound_single_shot" "Weapon_Dispenserizer.Fire" "sound_burst" "Weapon_Dispenserizer.FireCrit" "sound_special1" "Weapon_Dispenserizer.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--SNIPER DM CROSSBOW - 3458-- //----------------------------- //----------------------------- "3458" { "name" "TF_WEAPON_DM_CROSSBOW" // In name only, I'm sure it's nowhere as functional as the real deal or even as cool feelin "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_hunterrifle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Bushman's Ballista" "item_type_name" "#TF_Weapon_Crossbow" "item_description" "Fires explosive crossbow bolts Fancy yourself a blast-fisher, mate? Here, lemme show ya how it's done! Model by: 'OverPovered' 'aceman11100 Weapon from: New Old Weapons Pack" "item_logname" "dm_crossbow" "item_iconname" "dm_crossbow" "image_inventory" "backpack/weapons/w_models/w_dm_crossbow" "model_world" "models/weapons/w_models/w_dm_crossbow.mdl" // To be honest, almost EVERY crossbow model for Sniper has reloading logistical problems - this is no exception "model_player" "models/weapons/v_models/v_dm_crossbow_sniper.mdl" // I honestly got fed up with it and just cobbled together this - I hope it gives the impression he just throws the gun away like Reaper "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" "override projectile type" "30" "reload time increased hidden" "1.35" "Projectile speed increased hidden" "1.45" // It's actually not too shabby at hitting people } "attributes" { "rocket limited lifetime" { "attribute_class" "rocket_lifetime" // Might adjust, it explodes pretty far away but Sniper can snipe much further... "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.65" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "hand scale" { "attribute_class" "blast_dmg_to_self" // No blast jumping here, just damage! "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_leech_proj.mdl" } } "visuals" { "sound_single_shot" "Weapon_DMCrossbowSniper.Single" "sound_burst" "Weapon_DMCrossbowSniper.SingleCrit" "sound_reload" "Sniper.AngryGrumbles" // yeah same "sound_special1" "Weapon_Airstrike.Explosion" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--SCOUT MELEE TEST - 3459----- //------------------------------ //------------------------------ "3459" { "name" "TF_WEAPON_SHOGUN_WARFAN" // I just felt like adding some Live TF2 weapons for fun, so let's start with this! "prefab" "weapon_bat" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Fan o' War" "item_type_name" "Gunbai" "item_description" "Mark multiple opponents for death! (5s each) 'Oh, what, you gonna cry? You gonna cry, now?' Weapon from: New Old Weapons Pack" "item_logname" "warfan" "item_iconname" "warfan" // As of writing, adding support for all Live TF2 weapons in hud_textures is saving an immense amount of time already! "image_inventory" "backpack/workshop_partner/weapons/c_models/c_shogun_warfan/c_shogun_warfan" "model_world" "models/weapons/w_models/w_shogun_warfan.mdl" "model_player" "models/weapons/v_models/v_shogun_warfan_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 5" // Since you can mark as many as you want in TF2C, made it less crazy than the original version. } "mark for death" // The sounds for this are actually all set up thanks to the circa. v2.2.5 Marksman's Marker existing. Still, this uses them too! { "attribute_class" "mark_for_death" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.25" } "deploy time increased" // Minor nerf so Scout can't instantly 2-tap stuff. Still can, just takes a second { "attribute_class" "mult_deploy_time" "value" "1.6" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bat.HitFlesh" "sound_melee_hit_world" "Weapon_Bat.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_pole_pickup.wav" "drop_sound" "#ui/item_wood_pole_drop.wav" } //---------------------- //---------------------- //--BLACK BOX - 3460 --- //---------------------- //---------------------- "3460" { "name" "TF_WEAPON_BLACKBOX" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Black Box" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" " 'I love the smell of a kicked-ass in the morning...' Weapon from: New Old Weapons Pack" "item_logname" "blackbox" "item_iconname" "blackbox" "image_inventory" "backpack/workshop/weapons/c_models/c_blackbox/c_blackbox" "model_world" "models/weapons/w_models/w_blackbox.mdl" "model_player" "models/weapons/v_models/v_blackbox_soldier.mdl" // Not a slight, but like everyone seems to forget that the Black Box uses modified RL anims. They load closer inward. Just a friendly reminder. "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt02_v1" } "attributes" // There's not much TO even adjust here, but wanted to make Soldier consider just a tiny bit if they want the lifesteal or not { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "15" // 20 is the number in Live, but it also takes into account how much damage you actually did. Since here it gives the full number even for minor splash, lowered it! } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } "max health additive penalty" // Not much reduction for sure, but Soldier might feel it when blast jumping or in combat..? 180 is close to Demoman's 175 health, and there's an appreciable diff between Soldier + Demo bulkiness { "attribute_class" "add_maxhealth" "value" "-20" } "custom projectile model" // Black Box rocket! { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_blackbox.mdl" } } "visuals" { "sound_single_shot" "Weapon_RPG_BlackBox.Single" "sound_burst" "Weapon_RPG_BlackBox.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_BlackBox.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--PYRO FLAMETHROWER TEST 3 - 3461-- //----------------------------------- //----------------------------------- "3461" { "name" "TF_WEAPON_DEGREASER" "prefab" "weapon_flamethrower" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Degreaser" "item_type_name" "#TF_Weapon_Flamethrower" "item_description" " 'Mhh - hhllw, shr!' Weapon from: New Old Weapons Pack" "item_logname" "degreaser" "item_iconname" "degreaser" "image_inventory" "backpack/workshop/weapons/c_models/c_degreaser/c_degreaser" "model_world" "models/weapons/w_models/w_degreaser.mdl" "model_player" "models/weapons/v_models/v_degreaser_pyro.mdl" // SLOWED down the viewmodel draw speed so it equalizes in-game to pretty-fast-but-not-too-fast "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "single wep deploy time decreased" // I've always been a little fidgety about adding this weapon, because well, the Axtinguisher exists. But... I think the switch speed debuff on axt works, so I'm okay with bringing this in... maybe { "attribute_class" "mult_single_wep_deploy_time" "value" "0.35" } "switch from wep deploy time decreased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "0.7" // This seems fidgety, it tends to take effect on the next-next weapon you select. } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" "value" "0.34" } "airblast cost increased" { "attribute_class" "mult_airblast_cost" "value" "1.25" } } "visuals" { "sound_single_shot" "Weapon_Degreaser.FireStart" "sound_special1" "Weapon_Degreaser.FireLoop" "sound_burst" "Weapon_Degreaser.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------- //--------------------------------- //--S. V. Fragment-------- 3462---- //--------------------------------- //--------------------------------- "3462" { "name" "TF_WEAPON_LAVA_AXE" // This weapon is from / partially inspired by user Yakibomb's take on it, as seen in Renaissance Revival! "prefab" "weapon_fireaxe" // (also, if you're the one reading this; hi yaki!!!!) "show_in_armory" "1" // "propername" "1" // It's not a stock, but the name is SO long it gets truncated if I leave it as is! "item_quality" "rarity3" "item_name" "Sharpened Volcano Fragment" "item_type_name" "Lava Axe" "item_description" " Hhts dha hhthst phhya-ahhx arhhnd! Cmhhn - shhy fhr yhrshll. Weapon from: New Old Weapons Pack" "item_logname" "lava_axe" "item_iconname" "lava_axe" "image_inventory" "backpack/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe" "model_world" "models/weapons/w_models/w_lavaaxe.mdl" "model_player" "models/weapons/v_models/v_lavaaxe_pyro.mdl" // This is the BEST PART about Yaki's version - it's TEAMCOLORED!! "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" // To-Do: maybe add a cool particle effect on hit, a fiery one { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn time increased" // Hopefully fills more of a niche of "annoying long-lasting afterburn" a-la Spray n' Pray and Gas Passer { "attribute_class" "mult_wpn_burntime" "value" "1.5" } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } } "visuals" { "sound_melee_hit" "Weapon_BrandingIron.HitFlesh" // PF2's Branding Iron sizzle noises when you hit someone! } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" // This sound is the closest to what would be a hard, brittle stone weapon "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------ //------------------------ //--DEMO MELEE II - 3463-- //------------------------ //------------------------ "3463" { "name" "TF_WEAPON_BATTLEAXE" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Scotsman's Skullcutter" "item_type_name" "Battleaxe" "item_description" " Me great-grandpappy always told me; 'If life comes at ye, laddy, come back at it, screamin' with the ol' battleaxe!' Weapon from: New Old Weapons Pack" "item_logname" "battleaxe" "item_iconname" "battleaxe" "image_inventory" "backpack/workshop/weapons/c_models/c_battleaxe/c_battleaxe" "model_world" "models/weapons/w_models/w_battleaxe.mdl" "model_player" "models/weapons/v_models/v_battleaxe_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" // I have absolutely no bloody idea what this attribute does. "decapitate type" "1" "melee range multiplier" "1.35" // These two extend your melee range. I think. "melee bounds multiplier" "1.55" // They just, work, okay!? } "attributes" // I honestly can't think of anything to tweak, it's just the Skullcutter and it does the thing it does { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" // "sound_special1" "Weapon_Sword.HitHeads" // It's not technically rarity3, so no whispers! "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------- //----------------------------------- //--MINIGUN LIVE PORT TEST 1 - 3464-- //----------------------------------- //----------------------------------- "3464" { "name" "TF_WEAPON_GATLING" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Brass Beast" "item_type_name" "#TF_Weapon_Minigun" "item_description" " Go ahead, coward. Hide! Heavy will wait. Patiently. Weapon from: New Old Weapons Pack" "item_logname" "brass_beast" "item_iconname" "brass_beast" "image_inventory" "backpack/workshop/weapons/c_models/c_gatling_gun/c_gatling_gun" "model_world" "models/weapons/w_models/w_gatling_gun.mdl" "model_player" "models/weapons/v_models/v_gatling_gun_heavy.mdl" // Matching the barrel up in the viewmodel is still misery, have I mentioned that? "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.20" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.5" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.4" } } "visuals" { "sound_empty" "Weapon_Gatling.ClipEmpty" "sound_double_shot" "Weapon_Gatling.Fire" "sound_burst" "Weapon_Gatling.FireCrit" "sound_special1" "Weapon_Gatling.WindUp" "sound_special2" "Weapon_Gatling.WindDown" "sound_special3" "Weapon_Gatling.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--MINIGUN LIVE PORT TEST 2 - 3465-- //----------------------------------- //----------------------------------- "3465" { "name" "TF_WEAPON_TOMISLAV" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Tomislav" "item_type_name" "#TF_Weapon_Minigun" "item_description" " 'Shh! Sasha is asleep.' Weapon from: New Old Weapons Pack" "item_logname" "tomislav" "item_iconname" "tomislav" "image_inventory" "backpack/workshop/weapons/c_models/c_tomislav/c_tomislav" "model_world" "models/weapons/w_models/w_tomislav.mdl" "model_player" "models/weapons/v_models/v_tomislav_heavy.mdl" // No barrel to sync, thank god. Still shortened tho so it matches other Minigun proportions "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" // To be blunt I'm just too afraid to even touch this, Tomi is one of THOSE weapons that are defined by its very specific stats and not a niche... { "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "minigun no spin sounds" { "attribute_class" "minigun_no_spin_sounds" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } } "visuals" { "sound_empty" "Weapon_Tomislav.ClipEmpty" "sound_double_shot" "Weapon_Tomislav.Fire" "sound_burst" "Weapon_Tomislav.FireCrit" "sound_special1" "Weapon_Tomislav.WindUp" "sound_special2" "Weapon_Tomislav.WindDown" // "sound_special3" "Weapon_Tomislav.Spin" // Note: the attrib above actually works..... for some reason. I mean, you could literally just make the spin sound silence... but I guess they didn't want people to mod it back in, maybe? } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--EVICTION NOTICE- 3466----- //---------------------------- //---------------------------- "3466" { "name" "TF_WEAPON_BRASS_KNUCKLES" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Eviction Notice" "item_type_name" "Brass Knuckles" "item_description" " You have 5 seconds to run from tiny base, or else Heavy will make you regret choice... Weapon from: New Old Weapons Pack" "item_logname" "eviction_notice" "item_iconname" "eviction_notice" "image_inventory" "backpack/workshop/weapons/c_models/c_eviction_notice/c_eviction_notice" "model_world" "models/weapons/w_models/w_eviction_notice.mdl" "model_player" "models/weapons/v_models/v_eviction_notice_heavy.mdl" // Never noticed until recently, doesn't it hurt to just slap your fist into the palm of your hand if you're wearing BRASS KNUCKLES??? but Heavy's a big boy he can tank the pain // "extra_wearable" "models/weapons/w_models/w_eviction_notice.mdl" // I tried this out, but it doesn't really work as well as I intended... "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.55" } "move speed bonus" // Honestly I don't know why they even added this stat in Live, but it adds minor depth to the weapon so let's roll with it { "attribute_class" "mult_player_movespeed" // In the latest Live version, it changed to "speed boost on hit", and I think that would work really well on both this AND the BFB "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.65" } } "visuals" { "sound_melee_miss" "EvictionNotice.Swing" "sound_melee_hit" "EvictionNotice.Impact" "sound_melee_hit_world" "EvictionNotice.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCrit" // Eviction Notice is one of those weird weps where the crits are tied to the actual impact sound. But since it already shares sounds with the gloves... might as well use those! } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------------- //-------------------------------- //--FRONTIER JUSTICE TEST - 3467-- //-------------------------------- //-------------------------------- "3467" { "name" "TF_WEAPON_FRONTIERJUSTICE" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_quality" "rarity3" "item_name" "The Frontier Justice" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon cannot gain Revenge Crits 'Why don't y'all get along, before one of you gets hurt.' Weapon from: New Old Weapons Pack" "item_logname" "frontier_justice" "item_iconname" "frontier_kill" "image_inventory" "backpack/weapons/c_models/c_frontierjustice/c_frontierjustice" "model_world" "models/weapons/w_models/w_frontierjustice.mdl" "model_player" "models/weapons/v_models/v_frontierjustice_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "critboost on kill" // A little boring for now, but ehh. It's actually less OP than you'd think, the low clipsize means you only get 0-2 shots off before reloading. Lotta downtime { "attribute_class" "add_onkill_critboost_time" "value" "3" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "special taunt" { "attribute_class" "special_taunt" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_FrontierJustice.Single" "sound_burst" "Weapon_FrontierJustice.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--AMPUTATOR UBER TEST - 3468-- //------------------------------ //------------------------------ "3468" { "name" "TF_WEAPON_AMPUTATOR" // The only slightly spicy Live port of the bunch, I had more of a vision of what I wanted this to do and I have plans for the future! "prefab" "weapon_bonesaw" "item_class" "tf_weapon_umbrella" // Sadly, no buff aura attrib, but civ umbrella is still useful for us to use! "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Amputator" "item_type_name" "#TF_Weapon_Bonesaw" "item_description" "Alt-Fire: Grant an Ally a def. buff! (20s cd) I was told to 'Grow some thicker skin!' Hohoho, what a stroke of medical genius! Weapon from: New Old Weapons Pack" "item_logname" "amputator" "item_iconname" "amputator" "image_inventory" "backpack/workshop/weapons/c_models/c_amputator/c_amputator" "model_world" "models/weapons/w_models/w_amputator.mdl" "model_player" "models/weapons/v_models/v_amputator_medic.mdl" // Technically doesn't need an animation for the buff, but figured it would be cute to have it be a quick inspect anim "attach_to_hands" "2" "extra_wearable" "models/player/items/set_doctor.mdl" "used_by_classes" { "medic" "1" } "static_attrs" // Since this is an Umbrella, turn it back into a Bonesaw { "fire rate penalty hidden" "1.6" "damage bonus hidden" "1.39" "civ boost cond override" "111 1.5" // The defensive buff lasts for about 15s - a pretty good deal! } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "health regen" { "attribute_class" "add_health_regen" "value" "3" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.80" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.65" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } "special taunt" { "attribute_class" "special_taunt" "value" "1" } } "visuals" { "sound_taunt" "Taunt.MedicViolin" // Interesting observation: the Taunt Sound seems tied to the ANIMATION, not the weapon. This is an umbrella, yet if I add this here, Medic plays the violin sound! "animation_replacement" // Gets this too since the weapon can boost { "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" "ACT_MP_GESTURE_VC_FINGERPOINT_MELEE" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------ //------------------------ //--SNIPER MELEE 2- 3469-- //------------------------ //------------------------ "3469" { "name" "TF_WEAPON_TRIBALMANS" "prefab" "weapon_club" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Tribalman's Shiv" "item_type_name" "#TF_Weapon_Club" "item_description" " 'Let's see how much blood's in ya.' Weapon from: New Old Weapons Pack" "item_logname" "tribalkukri" "item_iconname" "tribalkukri" "image_inventory" "backpack/workshop/weapons/c_models/c_wood_machete/c_wood_machete" "model_world" "models/weapons/w_models/w_wood_machete.mdl" "model_player" "models/weapons/v_models/v_wood_machete_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "6" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } } "visuals" { // "sound_melee_hit" "Weapon_Fishwhacker.HitFlesh" // Commented out since the Tribalman's is sharp, unlike the Fishwhacker. It's made of wood though so it still gets the blunt worldhit sounds "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //--------------------- //--------------------- //--BASEBALLGUN- 3470-- //--------------------- //--------------------- "3470" { "name" "TF_WEAPON_BASEBALLGUN" // This was a doozy, the idea came to me last-minute while talking to some folks in the Discord. A unique Scout primary! "prefab" "weapon_scattergun" "item_class" "tf_weapon_grenadelauncher" // Fixes some issues with the grenades not being affected by speed and doing no damage sometimes "anim_slot" "primary" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The B.R. Base-Hitter" // The Bambino himself "item_type_name" "Baseball Gun" "item_description" "Rapidly fire high-speed baseballs! 'Oh, I'm sorry, I didn't mean to hitcha' No wait, yeah I did.' Weapon from: New Old Weapons Pack" "item_logname" "baseball_gun" "item_iconname" "baseball_gun" "image_inventory" "backpack/weapons/w_models/w_baseballgun" "model_world" "models/weapons/w_models/w_baseballgun.mdl" "model_player" "models/weapons/v_models/v_baseballgun_scout.mdl" // Don't think too hard about how he reloads it, at least he does SOMETHING unlike the Sniper Crossbow... "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "3" "damage bonus hidden" "0.65" "reload time increased hidden" "0.8" "hidden primary max ammo bonus" "2" } "attributes" { "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.25" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.6" } "clip size penalty" { "attribute_class" "voice_pitch_scale" "value" "0.67" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.55" } // Backend stuff "hand scale" // Mostly removes the blast radius - you have to score a direct hit for this to do anything. { "attribute_class" "mult_explosion_radius" "value" "0.15" } "voice pitch scale" // So you don't instagib yourself. { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" // Unlike my other weapons based on explosives, you CANNOT jump with this weapon by design. It explodes harmlessly (to you) under your feet. { "attribute_class" "mult_dmgself_push_force" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_baseball.mdl" } } "visuals" { "sound_single_shot" "Weapon_BaseballGun.Single" "sound_burst" "Weapon_BaseballGun.SingleCrit" "sound_special1" "Weapon_Brick.Hit" // Better than nothing, I guess! "sound_reload" "Weapon_Scatter_Gun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------------------------// //-------------------------------------------------------------------// This is usually for weapons that came directly from other folks - either assets or inspiration. //-------------------------------------------------------------------// Generally, most weapon ideas / ports I do mostly by myself, though there's some occasions where other folks will have done //rarity3 CONTRIBUTED ITEMS (4500 - 4999)--------------------------// a lot of the assembly / weapon-making themselves. In these cases, if I like the weapon enough, it goes here! //-------------------------------------------------------------------// //-------------------------------------------------------------------// That said, usually I also make tweaks to the weapons for them to better fit into NOWP, so they won't be cut-and-dry copy-pastes! //-------------------------------------------------------------------// //------------------------------ //------------------------------ //--CRUSADER'S CROSSBOW - 4500-- (By Yakibomb) //------------------------------ //------------------------------ "4500" // This weapon is by Yakibomb! Revised to fit in with the rest of my pack! { "name" "TF_WEAPON_CROSSBOW" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Crusader's Crossbow" "item_type_name" "#TF_Weapon_Crossbow" "item_description" " Trust me! These gigantic arrows I am shooting into you are for acupuncture! Weapon from: New Old Weapons Pack" "item_logname" "crusaders_crossbow" "item_iconname" "crusaders_crossbow" "image_inventory" "backpack/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow" "model_world" "models/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow.mdl" "model_player" "models/weapons/v_models/v_crusaders_crossbow_medic/v_crusaders_crossbow_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "clip size penalty hidden" "0.015" // 1 in the clip "override projectile type" "30" // Tranq Dart. Since it only shoots ONE projectile at a time, it won't get laggy. Fine for our purposes! "allowed in medieval mode" "1" } "attributes" { "damage bonus" // Bumps up the damage of one syringe to about 65 { "attribute_class" "mult_dmg" "value" "6.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.25" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.255" // It can be weird with fractions, sometimes?? } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.75" } // Backend stuff "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "heal rate penalty" // DISPLAY ONLY FLAVOR TEXT { "attribute_class" "hand_scale" // To make it display-only "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_arrow.mdl" } } "visuals" { "sound_single_shot" "Weapon_CrusadersCrossbow.Single" "sound_burst" "Weapon_CrusadersCrossbow.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------ //------------------------------ //--OF BOUNCER-CYCLOPS - 4501--- (BY PRIVATE POLYGON) //--V5.3.7 Switched proj speed and damage values, reduced blast radius and only holds 1 shot at a time //------------------------------ //------------------------------ "4501" { "name" "Cyclops" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "#TF_Weapon_Cyclops" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" " 'I had me good eye on ye the whole time!' Weapon from: New Old Weapons Pack" "item_logname" "cyclops" "item_iconname" "cyclops" "item_quality" "rarity3" "image_inventory" "backpack/weapons/w_models/w_cyclops_bouncer" "model_world" "models/weapons/w_models/w_cyclops_bouncer.mdl" "model_player" "models/weapons/v_models/v_cyclops_bouncer_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.15" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.3" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_grenade_cyclops_bouncer.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--THERMAL THRUSTER- 4502------ (By Basil PFP / OCsonic) //------------------------------ //------------------------------ "4502" { "name" "TF_WEAPON_JETPACK_PYRO" // This weapon was largely inspired by OCSonic, creator / co-creator of the TF2 Un-Classic pack - which includes some funky techniques! "item_class" "tf_weapon_grenade_mirv" // Un-Classic includes an interesting take on the Thermal Thruster - it inspired me to try to make a similar variant with some recent attribute magic I learned! "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Thermal Thruster" "item_type_name" "Jetpack" "item_description" "Jetpack has 2 charges of boost, with a 12 second recharge time each Supercharge your jumps, and blast into the skies! Weapon from: New Old Weapons Pack" // MIRV used here as a "Secondary Weapon w/ Recharging Ammo" for these boosts! "item_logname" "rocketpack" "item_iconname" "rocketpack" "image_inventory" "backpack/weapons/c_models/c_rocketpack/c_rocketpack" "model_player" "models/weapons/v_models/v_rocketpack_pyro.mdl" // Fun Fact: If I had to guess, Live TF2 has a special exception to animate the Backpack away, since trying to load the weapon onto the animations leads to the BP covering the screen! "extra_wearable" "models/weapons/w_models/w_rocketpack.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" // This is an AMALGAM of weapons, but mostly it's based on the Brick and Force-A-Nature { "override projectile type" "2" // This fires a rocket! Not much to say. "damage bonus hidden" "0.001" "min_viewmodel_offset" "10 0 -10" "fire rate penalty hidden" "3" // This feels... about right? "special taunt" "1" "armor footsteps" "2" // "crit mod disabled hidden" "1" // Unnecessary but eh } "attributes" { "boots falling stomp" { "attribute_class" "boots_falling_stomp" "value" "1" } "airblast vulnerability multiplier" { "attribute_class" "damage_force_reduction" "value" "1.5" // To-Do: Add knockback vuln to other weps that need it } "single wep deploy time increased" // Even with the already slow switch speed, it takes a bit longer to use this specifically { "attribute_class" "mult_single_wep_deploy_time" "value" "2" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.35" } "centerfire projectile" // Actually rEALLY important - otherwise rockets will send you slightly to the right when exploding { "attribute_class" "centerfire_projectile" "value" "1" } "mult_item_meter_charge_rate" // SHOULD be 13s { "attribute_class" "effectbar_recharge_rate" "value" "1.35" } // Backend stuff. Yes, basically all of it is backend stuff. "torso scale" { "attribute_class" "mult_maxammo_grenades1" "value" "2" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.01" // JUST small enough to avoid hitting enemies unless you're practically touching } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.00001" // Rockets explode INSTANTLY - which is somewhere in front of your torso! } "strange restriction type 2" // This is a messy fix for bugs with the Dragon's Fury, but it's obviously not ideal... { "attribute_class" "mod_rocket_gravity" "value" "50" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" // Obviously necessary } "damage force increase hidden" // Negative propulsive force generally means this sends you in the direction you were looking! { "attribute_class" "mult_dmgself_push_force" "value" "-0.55" } "strange restriction type 3" // Enough lift-off force on taking damage to get you off the ground, even if you use it from a standstill { "attribute_class" "apply_z_velocity_on_damage" "value" "175" } } "visuals" { "sound_single_shot" "Weapon_RocketPack.BoostersQuickFire" "sound_burst" "Weapon_RocketPack.BoostersQuickFire" "sound_special1" "Weapon_Airstrike.Explosion" "sound_special2" "Weapon_Airstrike.Explosion" "player_bodygroups" { "backpack" "1" // I think this is totally useless rn given Pyro doesn't have a BP bodygroup, but hey. } "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_GESTURE_VC_FISTPUMP_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_GESTURE_VC_FISTPUMP_MELEE" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_GESTURE_VC_FISTPUMP_MELEE" "ACT_MP_JUMP_START_MELEE" "ACT_MP_JUMP_START_LOSERSTATE" // I just kinda like how the Loser anims look with this weapon "ACT_MP_JUMP_FLOAT_MELEE" "ACT_MP_JUMP_FLOAT_LOSERSTATE" "ACT_MP_JUMP_END_MELEE" "ACT_MP_JUMP_END_LOSERSTATE" "ACT_MP_AIRWALK_MELEE" "ACT_MP_AIRWALK_LOSERSTATE" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------------------------------------// //-------------------------------------------------------------------// This is a section for weapons that are overall entirely optional to keep around in your NOWP! //-------------------------------------------------------------------// For now, it's just the Jumpers, the promo TTG Sam & Max guns, and the Brick. Other stuff that goes here would probably include; //MISC. / FOR FUN ITEMS (5000 - 5499)--------------------------------// 100% useless Joke Weapons, Gimmick Weapons (more jumpers, infinite ammo variations), //-------------------------------------------------------------------// //-------------------------------------------------------------------// Essentially, this section is for weapons to add or remove on a whim that won't really affect your experience with these Custom Weapons! //-------------------------------------------------------------------// //---------------------------------- //---------------------------------- //--THE JUMPER SET - 5000 - 5010 --- Extended far past what's needed, just in case I want to add more Jumpers. Currently, that would be about 1 per Class, give or take. //---------------------------------- //---------------------------------- "5000" { "name" "TF_WEAPON_ROCKET_JUMPER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Rocket Jumper" "item_type_name" "Training Tool" "item_description" " For when I want to take to the skies and don't have enough feet to do it! Weapon from: New Old Weapons Pack" "item_logname" "rocketjumper" "item_iconname" "rocketjumper" // You shouldn't physically be able to kill with this. If you do, SOMEHOW, get a funny icon. "image_inventory" "backpack/weapons/c_models/c_rocketjumper/c_rocketjumper" "model_world" "models/weapons/w_models/w_rocketjumper.mdl" "model_player" "models/weapons/v_models/v_rocketjumper_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "no self blast dmg" // It works just like in live TF2 - he doesn't even make pain noises when jumping! { "attribute_class" "no_self_blast_dmg" "value" "2" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "3.0" } "damage penalty" { "attribute_class" "mult_dmg" // DO YOU THINK THEY GET IT YET!? "value" "0.004" } "cannot pick up intelligence" // This actually works, surprisingly. { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_rocketjumper.mdl" // And just like before, it has a custom rocket model too. What can I say? I have an eye for detail. } } "visuals" // This and the Sticky Jumper play a little whistling sound that's undocumented here for some reason - it's been restored in v2.0.0! { "sound_single_shot" "Weapon_Rocket_Jumper.Single" "sound_burst" "Weapon_Rocket_Jumper.Single" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_Rocket_Jumper.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "5001" { "name" "TF_WEAPON_STICKY_JUMPER" "prefab" "weapon_stickybomb_launcher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Sticky Jumper" "item_type_name" "Training Tool" "item_description" " For when I don't want tae lose more body parts than I'm already missing! Weapon from: New Old Weapons Pack" "item_logname" "stickyjumper" "item_iconname" "stickyjumper" "image_inventory" "backpack/weapons/c_models/c_sticky_jumper/c_sticky_jumper" "model_world" "models/weapons/w_models/w_sticky_jumper.mdl" "model_player" "models/weapons/v_models/v_sticky_jumper_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "14" // AlliedModders says this is specifically for the Sticky Jumper, but I don't really notice the difference. } "attributes" { "no self blast dmg" { "attribute_class" "no_self_blast_dmg" "value" "1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "3.0" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.004" } "max pipebombs decreased" { "attribute_class" "add_max_pipebombs" "value" "-5" } "cannot pick up intelligence" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_stickybomb2.mdl" // Teamcolored, too! } } "visuals" { "sound_single_shot" "Weapon_Sticky_Jumper.Single" "sound_burst" "Weapon_Sticky_Jumper.Single" "sound_special1" "Weapon_Sticky_Jumper.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "5002" { "name" "TF_WEAPON_GRENADE_JUMPER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Grenade Jumper" "item_type_name" "Training Tool" "item_description" " Lad, does it look like I want to lay down an entire trap o' bombs just ta bloody jump!? Weapon from: New Old Weapons Pack" "item_logname" "grenadejumper" "item_iconname" "grenadejumper" "image_inventory" "backpack/weapons/w_models/w_grenadejumper" "model_world" "models/weapons/w_models/w_grenadejumper.mdl" "model_player" "models/weapons/v_models/v_grenadejumper_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "no self blast dmg" // As an aside - yes, normal Pill Grenade blasts ARE this strong, you just usually take like 100 DMG from it { "attribute_class" "no_self_blast_dmg" "value" "1" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "3.0" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.004" } "cannot pick up intelligence" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_grenade_grenadejumper.mdl" // Finally, an explanation to why Demoman has yellow grenades sometimes! } } "visuals" { "sound_single_shot" "Weapon_GrenadeJumper.Single" // The timing beeps are part of the firing sound - it's most easily noticeable if you hit an enemy with the grenades "sound_burst" "Weapon_GrenadeJumper.Single" "sound_special1" "Weapon_GrenadeJumper.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--TTG GUNS- 5011 - 5013------ //----------------------------- //----------------------------- "5011" { "name" "TF_WEAPON_TTG_SAM_GUN" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Big Kill" "item_type_name" "#TF_Weapon_Revolver" "item_description" " The perfect weapon for committing war crimes against crime-doers. Weapon from: New Old Weapons Pack" // Let's not kid ourselves, Sam is just as complicit with beating people up as Max is! "item_logname" "samrevolver" "item_iconname" "samrevolver" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun" "model_world" "models/weapons/w_models/w_ttg_sam_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_sam_gun_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "SET BONUS: mystery solving time decrease" "1.18" // Could these numbers mean something, I wonder..? } "attributes" { "hand scale" { "attribute_class" "mult_spread_scale" // Hehe "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_TTGSamGun.Single" "sound_burst" "Weapon_TTGSamGun.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "5012" { "name" "TF_WEAPON_TTG_MAX_GUN" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Lugermorph" "item_type_name" "#TF_Weapon_Pistol" "item_description" " Don't you dare ask where I keep dis, pal! I'll knock ya teeth out if ya do again. Weapon from: New Old Weapons Pack" "item_logname" "maxgun" "item_iconname" "maxgun" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun" "model_world" "models/weapons/w_models/w_ttg_max_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_max_gun_scout.mdl" // Used some reanimations that makes the slide move back like an actual Ruger "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "SET BONUS: mystery solving time decrease" "1.09" } "attributes" { "hand scale" { "attribute_class" "mult_spread_scale" "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_TTGMaxGun.Single" "sound_burst" "Weapon_TTGMaxGun.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "5013" { "name" "TF_WEAPON_TTG_MAX_GUN" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "The Lugermorph" "item_type_name" "#TF_Weapon_Pistol" "item_description" " 'Ain't that a cute little gun?' Weapon from: New Old Weapons Pack" "item_logname" "maxgun" "item_iconname" "maxgun" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun" "model_world" "models/weapons/w_models/w_ttg_max_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_max_gun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "SET BONUS: mystery solving time decrease" "1.21" } "attributes" { "hand scale" { "attribute_class" "mult_spread_scale" "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_TTGMaxGun.Single" "sound_burst" "Weapon_TTGMaxGun.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------------- //--------------------------------- //--TF_WEAPON_BRICK - 5015 - 5024-- //--------------------------------- //--------------------------------- "5015" { "name" "TF_WEAPON_BRICK" // TF_Weapon_Brick my beloved "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. 'Hit the bricks pal, ya done!' Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_scout.mdl" "model_player" "models/weapons/v_models/v_brick_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" // Pipe Bomb or Rocket, just like Jarate. "damage bonus hidden" "0.255" // Does about 50 dmg? "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" // Same deal as the gas can. // Stuff moved up here to save on space, since this is gonna be duplicated a LOT "bleeding duration" "2" // Originally was "view punch on hit", but then I figured this would get too annoying to play with for something that gets spammed... "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. Also yes, none of the below is actually what the attribute name suggests. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" // Mostly removes the blast radius - you have to score a direct hit for this to do anything. { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" // If it's a rocket, it travels in an arc. If not, no visible change! { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" // So you don't instagib yourself. { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5016" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. Anything can be a weapon if you throw hard enough and scream loud enough! Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_soldier.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5017" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_pyro.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5018" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. Ach, ol' Bessie... split wide open many a skull a' those daft enough to be in me way! Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_demo.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "special taunt" "1" "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5019" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. 'More rubble, less trouble!' Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_heavy.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_ITEM1" "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_ITEM1" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_ITEM1" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" } } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5020" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. 'Y'ain't to fast for me and my machines now, are ya? Heh, are ya?' Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_engineer.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5021" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" // DISABLED - Slot Conflict issues lead to more problems than I know how to fix currently... "item_slot" "primary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. Blunt trauma should incapacitate them! Let me throw another - just to be safe! Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_medic.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5022" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. Blimey, do you know how embarassing it is to get killed by a load a' rubble? Heh. Well, now ya do. Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_sniper.mdl" "model_player" "models/weapons/v_models/v_brick_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5023" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" // DISABLED - Slot Conflict issues lead to more problems than I know how to fix currently... "item_slot" "primary" "anim_slot" "building" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. 'Did I throw a wrench into your plans?' Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick" "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_spy.mdl" "model_player" "models/weapons/v_models/v_brick_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "keep disguise" "1" // Since this STILL breaks the Sapper slot, have this active as a small bonus I guess... "bleeding duration" "2" // ADD A UNIQUE CASE TO NOT LET SPY SPEAK WHEN THROWING WHILE DISGUISED!!!!!!!!!!!!!!!!!!!!!!!! "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.7" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_BUILDING" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_BUILDING" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_BUILDING" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } "5024" { "name" "TF_WEAPON_BRICK" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Brickhouse Beatdown" "item_type_name" "Concrete Brick" "item_description" "Throw at enemies to bludgeon them! That's gotta hurt in the morning. What a fine old concrete-laden chap! I shall name him... 'Burt'. Weapon from: New Old Weapons Pack" "item_logname" "brick" "item_iconname" "brick_brickkill" // Civ gets BRICK KILL! text for funnies "image_inventory" "backpack/weapons/w_models/w_brick" "model_world" "models/weapons/w_models/w_brick_civilian.mdl" "model_player" "models/weapons/v_models/v_brick_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" // Stats are the SAME across all permutations - feel free to copy across all of them! { "class select override vcd" "taunt06" "override projectile type" "3" "damage bonus hidden" "0.255" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "bleeding duration" "2" "maxammo grenades1 increased" "3" "fire rate penalty" "1.75" "crit mod disabled" "0" "custom projectile model" "models/weapons/w_models/w_brick.mdl" } "attributes" { // Backend stuff. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.35" // Civilian is a special boy and gets slightly reduced (but not removed) cooldown time since it's his ONLY weapon! } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.25" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.265" } } "visuals" { "sound_single_shot" "Weapon_Grenade_Normal.Single" "sound_burst" "Weapon_Grenade_Normal.Single" "sound_special1" "Weapon_Brick.Hit" "sound_special2" "Weapon_Brick.Hit" "sound_special3" "Weapon_Grenade_Normal.Single" } "mouse_pressed_sound" "#ui/item_default_pickup.wav" "drop_sound" "#ui/item_default_drop.wav" } //--------------------------------------------- //--------------------------------------------- //--ALLCLASS FISTICUFFS -------- 5025 - 5034--- //--------------------------------------------- //--------------------------------------------- "5025" { "name" "TF_WEAPON_DM_FISTS" // Allclass Melee / Berserk Fists! Not quite a reskin, more like a new stock melee that everyone gets. "item_class" "tf_weapon_fists" // Not exactly original I understand, but I wanted to have some fun with it! "show_in_armory" "1" "item_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Knuckle Sandvich" "item_type_name" "#TF_Weapon_Fists" "item_description" "'Put 'em up, pal!' Weapon from: New Old Weapons Pack" "item_logname" "dm_fists" "item_iconname" "dm_fists" "image_inventory" "backpack/weapons/v_models/v_berserk" "model_player" "models/weapons/v_models/v_berserk.mdl" // For Scout: Might need a new model? I can't find any GOOD ones though. Maybe Parkour Fortress fists? If the files even exist anymore. "attach_to_hands" "2" "used_by_classes" { "scout" "1" // General note: This is for everyone except Heavy (he already has fists) and Spy (lots of technical issues, + can't modify backstab so he'd be unstoppable) } "static_attrs" // The base form of this is a very fast-swinging, 25 DMG flurry of punches. Slightly modified for a few classes! { "fire rate bonus hidden" "0.5" "damage bonus hidden" "0.39" "min_viewmodel_offset" "8 0 -6" } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Fist.HitFlesh" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Fist.MissCrit" "animation_replacement" // The usual anim replacement for playermodel crit-swings (tf_weapon_fists plays an animation when you crit - only one that does!) { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "5027" { "name" "TF_WEAPON_DM_FISTS" "item_class" "tf_weapon_fists" "show_in_armory" "1" "item_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Knuckle Sandvich" "item_type_name" "#TF_Weapon_Fists" "item_description" " Weapon from: New Old Weapons Pack" "item_logname" "dm_fists" "item_iconname" "dm_fists" "image_inventory" "backpack/weapons/v_models/v_berserk" "model_player" "models/weapons/v_models/v_berserk.mdl" // Possible alt; the zombie claws (also from OF) "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "fire rate bonus hidden" "0.5" "damage bonus hidden" "0.39" "min_viewmodel_offset" "8 0 -6" } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Fist.HitFlesh" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Fist.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "5028" { "name" "TF_WEAPON_DM_FISTS" "item_class" "tf_weapon_fists" "show_in_armory" "1" "item_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Knuckle Sandvich" "item_type_name" "#TF_Weapon_Fists" "item_description" "'Oh, I'm gonna beat you so hard - you'll have a twitch!' Weapon from: New Old Weapons Pack" "item_logname" "dm_fists" "item_iconname" "dm_fists" "image_inventory" "backpack/weapons/v_models/v_berserk" "model_player" "models/weapons/v_models/v_berserk.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "fire rate bonus hidden" "0.5" "damage bonus hidden" "0.39" "min_viewmodel_offset" "8 0 -6" } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Fist.HitFlesh" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Fist.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "5029" { "name" "TF_WEAPON_DM_FISTS" "item_class" "tf_weapon_fists" "show_in_armory" "1" "item_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Knuckle Sandvich" "item_type_name" "#TF_Weapon_Fists" "item_description" "'Let us fight, man vs. tiny baby man.' Weapon from: New Old Weapons Pack" "item_logname" "dm_fists" "item_iconname" "dm_fists" "image_inventory" "backpack/weapons/v_models/v_berserk" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" // Originally, I just left this out, but decided it'd be funny to give Heavy this as well for no good reason! } "static_attrs" { "fire rate bonus hidden" "0.5" "damage bonus hidden" "0.39" "min_viewmodel_offset" "8 0 -6" } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Fist.HitFlesh" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Fist.MissCrit" } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "5031" { "name" "TF_WEAPON_DM_FISTS" "item_class" "tf_weapon_fists" "show_in_armory" "1" "item_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_quality" "rarity3" "item_name" "The Knuckle Sandvich" "item_type_name" "#TF_Weapon_Fists" "item_description" "'All I can tell you about this next procedure, is that it will be excruciating!' Weapon from: New Old Weapons Pack" "item_logname" "dm_fists" "item_iconname" "dm_fists" "image_inventory" "backpack/weapons/v_models/v_berserk" "model_player" "models/weapons/v_models/v_berserk.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "fire rate bonus hidden" "0.5" "damage bonus hidden" "0.39" "min_viewmodel_offset" "8 0 -6" } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Fist.HitFlesh" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Fist.MissCrit" "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE_SECONDARY" "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_ATTACK_SWIM_MELEE_SECONDARY" "ACT_MP_ATTACK_SWIM_MELEE" } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } //------------------------------------- //------------------------------------- //--ENGI REMOTE UPGRADE WEAPON - 3386-- OBSOLETE - I didn't feel the stats worked too well, nor did they feel great to use. I didn't have anything good to replace it with either. // Replaced by New Old //------------------------------------- //------------------------------------- // "6500" // { // "name" "TF_WEAPON_REMOTE_UPGRADE" // "prefab" "weapon_wrench" // "show_in_armory" "1" // // "item_quality" "rarity2" // "item_name" "Retired Eureka Effect" // "item_type_name" "Telemax Wrench" // "item_description" " //An old memento from a time long past. Perhaps this, too, once had unique abilities..." // "item_logname" "eureka_effect" // "item_iconname" "eureka_effect" // "image_inventory" "backpack/workshop/weapons/c_models/c_drg_wrenchmotron/c_drg_wrenchmotron" // "model_world" "models/weapons/w_models/w_wrenchmotron.mdl" // "model_player" "models/weapons/v_models/v_wrenchmotron_engineer.mdl" // "attach_to_hands" "2" // "used_by_classes" // { // "engineer" "1" // } // "static_attrs" // { // "damage bonus hidden" "1.05" // "fire rate penalty hidden" "0.95" // } // "attributes" // { // "turn to gold" // { // "attribute_class" "ragdolls_become_ash" // "value" "1" // } // "voice pitch scale" // { // "attribute_class" "mult_crit_chance" // "value" "1.05" // } // } // "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" // "drop_sound" "#ui/item_metal_weapon_drop.wav" // } //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //--New Custom Weapon Entries---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // ------------------------------------------------------------------------------------ // // Knockout Custom Weapons V5.3.7 // ------------------------------------------------------------------------------------ // //------------------------------------- //------------------------------------- // Heavy's Fists for All Classes // V5.3.7 Mostly replaced by New Olds //------------------------------------- //------------------------------------- // V5.3.4r1 Turned into MannChop "6996" { "name" "TF_WEAPON_ALLFIST_SPY" "tags" { "can_deal_damage" "1" } "prefab" "weapon_knife" // "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "MannChop" "item_description" "For when discretion is advised... Model by: 'heinous' 'Zxo Pink' 'The Winglet' Weapon by: 'Reagy'" "item_slot" "melee" "item_quality" "rarity2" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "item_logname" "spy_chop" "item_iconname" "spy_chop" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" // "model_player" "models/weapons/custom/v_models/v_berserk_fists.mdl" "model_player" "models/weapons/custom/v_models/v_spy_chop.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } //------------------------------------- //------------------------------------- // V5.2 Joke weapon go //------------------------------------- //------------------------------------- "6997" { "name" "TF_WEAPON_ALLFIST_SOLDIER" "tags" { "can_deal_damage" "1" } "prefab" "weapon_shovel" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "'Super' Fists" "item_description" " [ Endless Screaming ] Weapon by: 'Reagy'" "item_slot" "melee" "item_quality" "rarity2" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/custom/v_models/v_berserk_fists.mdl" "extra_wearable" "models/player/items/custom/soldier/dbz_meme.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" "damage bonus hidden" "0.25" "melee range multiplier" "1.35" "melee bounds multiplier" "1.35" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.30" } } "visuals" { "player_bodygroups" { "hat" "1" } "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } // V5.3.4r1 Turned into KARATE! "6998" { "name" "TF_WEAPON_ALLFIST_SNIPER" "tags" { "can_deal_damage" "1" } // "prefab" "weapon_club" "item_class" "tf_weapon_club" "item_type_name" "#TF_Weapon_Fists" "item_name" "Karate!" "item_description" "'Nothing personal, mate, I'm just better' Model by: 'FiveEyes' Weapon by: 'Reagy'" "item_slot" "melee" "item_quality" "rarity2" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "item_logname" "sniper_karate" "item_iconname" "sniper_karate" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/custom/v_models/v_karate_sniper.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "sound_melee_miss" "Weapon_Fist.Miss" "sound_melee_hit" "Weapon_Karate.HitFlesh" "sound_melee_hit_world" "Weapon_Fist.HitWorld" "sound_burst" "Weapon_Karate.MissCrit" } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } // V5.3.1 New model added, easily identify who is using fists now // V5.3.3 Dropped building health from 150% to 120% // V5.3.4r1 Can now upgrade and repair buildings at a heavily decreased rate, can also now remove sappers "7000" { "name" "TF_WEAPON_ALLFIST_ENGINEER" "tags" { "can_deal_damage" "1" } "prefab" "weapon_wrench" // "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "Engineer's Fists" "item_description" "Damaging foes provides construction/repair Well ain't that a mighty fine shirt to go with me gloves Animations from: Open Fortress Weapon by: 'Reagy'" "item_slot" "melee" "item_quality" "rarity2" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "item_logname" "engineer_fists" "item_iconname" "engineer_fists" "image_inventory" "backpack/workshop/player/items/engineer/c_buffengineer/c_buffengineer" "model_player" "models/weapons/custom/v_models/v_berserk_fists_engineer.mdl" "extra_wearable" "models/player/items/custom/engineer/c_chad.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" "class select override vcd" "taunt01_vocal04" } "attributes" { "add construction on hit" { "attribute_class" "add_onhit_construction" "value" "1" } "engy building health bonus" { "attribute_class" "mult_engy_building_health" "value" "1.2" } "engineer sentry build rate multiplier" { "attribute_class" "sentry_build_rate_multiplier" "value" "3.75" } "Repair rate decreased" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.2" } "Construction rate decreased" { "attribute_class" "mult_construction_value" "value" "0.2" } "upgrade rate decrease" { "attribute_class" "upgrade_rate_mod" "value" "0.2" } } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } //------------------------------------- //------------------------------------- // All class shotguns, literal meme weapon that started this //------------------------------------- //------------------------------------- "7002" { "name" "TF_WEAPON_SPY_SHOTGUN" "prefab" "weapon_revolver" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "#TF_Weapon_Shotgun" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Howdy, pardner." "item_logname" "spy_shotgun" "image_inventory" "backpack/weapons/w_models/w_shotgun" "model_world" "models/weapons/w_models/w_shotgun_medic.mdl" "model_player" "models/weapons/v_models/v_shotgun_soldier.mdl" "extra_wearable" "models/player/items/engineer/engineer_cowboy_hat.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_STAND_PRIMARY" "ACT_MP_STAND_SECONDARY" "ACT_MP_RUN_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCHWALK_PRIMARY" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_CROUCH_PRIMARY" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_Primary" "ACT_MP_SWIM_SECONDARY" "ACT_MP_AIRWALK_PRIMARY" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_JUMP_START_PRIMARY" "ACT_MP_JUMP_START_secondary" "ACT_MP_JUMP_FLOAT_primary" "ACT_MP_JUMP_FLOAT_secondary" "ACT_MP_JUMP_LAND_PRIMARY" "ACT_MP_JUMP_LAND_secondary" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.4 Fixed world model "7003" { "name" "TF_WEAPON_MULTICLASS_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "#TF_Weapon_Shotgun" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Its a shotgun, everyone can use it." "item_logname" "multiclass_shotgun" "image_inventory" "backpack/weapons/w_models/w_shotgun" "model_world" "models/weapons/w_models/w_shotgun_medic.mdl" "model_player" "models/weapons/v_models/v_shotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" } "visuals" { "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Gatling Shotgun //------------------------------------- //------------------------------------- "7004" { "name" "TF_WEAPON_GATLING_SHOTGUN" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Russian Rioter" "item_type_name" "Revolving Auto-Shotgun" "item_description" " For when you just need another minigun, but different Model by: 'Svdl' Weapon by: 'Reagy'" "item_logname" "gatling_shotgun" "item_iconname" "gatling_shotgun" "image_inventory" "backpack/weapons/w_models/w_russian_riot" "model_world" "models/weapons/custom/c_models/c_russian_riot.mdl" "model_player" "models/weapons/custom/c_models/c_russian_riot.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "mod max primary clip override" "-1" "class select override vcd" "taunt02" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "2.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.80" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "3.0" } } "visuals" { "sound_single_shot" "Weapon_R870.Single" "sound_burst" "Weapon_R870.SingleCrit" "reload" "Weapon_Shotgun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Menshevik Microgun ex. TFC Assault Cannon // V5.3.4 Repurposed, now a low ammo, high mobility minigun // V5.3.6 Heavy 2.0 Soft rework via Wonders //------------------------------------- //------------------------------------- "7005" { "name" "TF_WEAPON_MICROGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Menshevik Microgun" "item_type_name" "Minigun" "item_description" " Cowards will be turned into mince meat! Model by: '[N-Cognito]' Weapon by: 'Reagy'" "item_logname" "microgun" "item_iconname" "microgun" "image_inventory" "backpack/weapons/c_models/c_assgun" "model_world" "models/weapons/custom/c_models/c_assgun.mdl" "model_player" "models/weapons/custom/c_models/c_assgun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.25" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.6" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.6" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.8" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.4" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.35" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.55" } } "visuals" { "sound_empty" "Weapon_MiniFun.ClipEmpty" "sound_double_shot" "Weapon_Minifun.Fire" "sound_burst" "Weapon_Minifun.FireCrit" "sound_special1" "Weapon_MiniFun.WindUp" "sound_special2" "Weapon_MiniFun.WindDown" "sound_special3" "Weapon_MiniFun.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // MAC10 //------------------------------------- //------------------------------------- "7006" { "name" "TF_WEAPON_MAC" "prefab" "weapon_pistol" "item_class" "tf_weapon_revolver" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Ghetto Blaster" "item_type_name" "Compact Sub Gun yo" "item_description" "Shares ammo with secondaries You want some cheese with that? Model by: 'Greg' 'BE NICE 2 ME' 'Colteh' Weapon by: 'Reagy'" "item_logname" "ghetto_blaster" "item_iconname" "mac_smg" "image_inventory" "backpack/weapons/w_models/w_mac_smg" "model_world" "models/weapons/custom/c_models/c_mac.mdl" "model_player" "models/weapons/custom/c_models/c_mac.mdl" "attach_to_hands" "1" "used_by_classes" { "scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" "fire rate bonus hidden" "0.2" "reload time increased hidden" "0.9" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "4.0" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "5.21" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.40" } } "visuals" { "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "sound_single_shot" "Weapon_SMG_DM.Single" "sound_burst" "Weapon_SMG_DM.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Bouncing Betty // V5.2 Now bounces! Increased projectile speed slightly // V5.3.2 Removed projectile speed debuff, lowered blast radius penalty, the pills now go wherever they want due to them bouncing, feels like a fair trade now // V5.3.7 Demo 2.0 soft rework, now leans more into bounce spam //------------------------------------- //------------------------------------- "7007" { "name" "TF_WEAPON_BOUNCINGBET" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Bouncy Betty" "item_description" "Fired grenades are 'bouncy' 'Tis not a mine Model by: 'Ertz' Weapon by: 'Reagy'" "item_logname" "bouncing_betty" "item_iconname" "bouncing_betty" "image_inventory" "backpack/weapons/w_models/w_bouncingbetty" "model_world" "models/weapons/custom/c_models/c_bouncingbetty.mdl" "model_player" "models/weapons/custom/c_models/c_bouncingbetty.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.4" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_grenade_bouncingbetty.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Cerberus // V5.3.4 New sounds // V5.3.5 Increased spin-up time and added no random crits :^) //------------------------------------- //------------------------------------- "7008" { "name" "TF_WEAPON_TRIGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Cerberus" "item_type_name" "Quad Barrel Triple Barrel Minigun..?" "item_description" " More gun for your gun? Model by: 'FiveEyes' Weapon by: 'Reagy'" "item_logname" "trigun" "item_iconname" "trigun" "image_inventory" "backpack/weapons/w_models/w_trigun" "model_world" "models/weapons/custom/c_models/c_trigun.mdl" "model_player" "models/weapons/custom/c_models/c_trigun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.33" } "minigun spindown time time increased" { "attribute_class" "mult_minigun_spindown_time" "value" "1.33" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.40" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.30" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_empty" "Weapon_Cerberus.ClipEmpty" "sound_double_shot" "Weapon_Cerberus.Fire" "sound_burst" "Weapon_Cerberus.FireCrit" "sound_special1" "Weapon_Cerberus.WindUp" "sound_special2" "Weapon_Cerberus.WindDown" "sound_special3" "Weapon_Cerberus.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Explosive Bow // V5.3.2 Disabled due to causing server crashes //------------------------------------- //------------------------------------- "7009" { "name" "TF_WEAPON_RECURVE" "prefab" "weapon_huntsman" "show_in_armory" "0" "item_quality" "rarity2" "propername" "1" "item_name" "'Classic' Recurve" "item_type_name" "#TF_Weapon_CompoundBow" "item_description" " A more 'refined' bow for the 'gentleman'... Did we mention the explosive arrow tips?" "item_logname" "bow_recurve" "item_iconname" "huntsman" "image_inventory" "backpack/weapons/w_models/w_classic_bow" "model_world" "models/weapons/custom/w_models/w_classic_bow.mdl" "model_player" "models/weapons/custom/v_models/v_classic_bow.mdl" "attach_to_hands" "2" // "used_by_classes" // { // "sniper" "1" // } "static_attrs" { "no damage falloff over distance" "1" "allowed in medieval mode" "1" "override projectile type" "2" } "attributes" { "explosive bullets" { "attribute_class" "strange_restriction_type_1" "value" "1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.0" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.50" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_classic_arrow.mdl" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Medigun Meme Thing IDK // V5.3.4 Removed no damage falloff over distance, removed damage penalty //------------------------------------- //------------------------------------- "7010" { "name" "TF_WEAPON_MIDIGUN" "prefab" "weapon_medigun" "item_class" "tf_weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Medi... Mini... Midigun?" "item_type_name" "hell is this doctor?" "item_description" " It's progress my friend! Model by: 'DereBobblet' Weapon by: 'Reagy'" "item_logname" "midigun" "item_iconname" "midigun" "image_inventory" "backpack/weapons/w_models/w_midigun" "model_world" "models/weapons/custom/c_models/c_midigun.mdl" "model_player" "models/weapons/custom/c_models/c_midigun.mdl" "attach_to_hands" "1" "used_by_classes" { "medic" "1" } "static_attrs" { "override projectile type" "5" } "attributes" { "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.1" } } "visuals" { "animation_replacement" { // Borrowed from New Old Weapon Pack, surprised it works on medic! "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_STAND_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_CROUCH_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_SWIM_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_DEPLOYED" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_DEPLOYED_PRIMARY" "ACT_MP_SWIM_SECONDARY" "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // RPG Nuke - This was a mistake // V5.1 Removed the health penalty // V5.3.4 Increased blast radius from 130% to 150% :) //------------------------------------- //------------------------------------- "7011" { "name" "TF_WEAPON_CROCKETLAUNCHER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Davie's Crocket" "item_type_name" "Tactical Nuclear Recoilless Smoothbore Gun" "item_description" " I'm nuclear, I'm wild... I'm breaking up inside... A heart of broken glass... Defiled... Deep inside... The abandoned child... Model by: ??? (Please help me refind this!) Weapon by: 'Reagy'" "item_logname" "crocket_launcher" "item_iconname" "crocket_launcher" "image_inventory" "backpack/weapons/w_models/w_crocketlauncher" "model_world" "models/weapons/custom/c_models/c_crocketlauncher.mdl" "model_player" "models/weapons/custom/c_models/c_crocketlauncher.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "3.25" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.50" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.3" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "5.0" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "6.3" } "Projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_crocket.mdl" } } "visuals" { "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Deagle // V5.2 New view model, upped mag size to 7 // V5.3.5 New sounds :D //------------------------------------- //------------------------------------- "7012" { "name" "TF_WEAPON_DEAGLE" "prefab" "weapon_revolver" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Deagle Brand Deagle" "item_type_name" "#TF_Weapon_Pistol" "item_description" " For when you need something with a bit more, oomf... Model by: 'The_Fanciest_Of_Pants' Animations by: 'GHOST CAGE' Weapon by: 'Reagy'" "item_logname" "deagle_spy" "item_iconname" "deagle_spy" "image_inventory" "backpack/weapons/w_models/w_deagle" "model_world" "models/weapons/custom/w_models/w_deagle.mdl" "model_player" "models/weapons/custom/v_models/v_deagle_new.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "clip size penalty hidden" "1.2" "hidden secondary max ammo penalty" "1.2" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.35" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Deagle.Single" "sound_burst" "Weapon_Deagle.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // 7.62mm LMG // V5.3.6 Heavy 2.0 Soft rework via Wonders // V5.3.7 Increased damage and accuracy //------------------------------------- //------------------------------------- "7013" { "name" "TF_WEAPON_MACHINEGUN762" "prefab" "weapon_minigun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "7.62mm Machine Gun" "item_type_name" "Machine Gun" "item_description" "This weapon fires one medium-sized bullet with no damage falloff For when you don't need custom tooled cartridges to kill baby man Model by: 'Gadget' Weapon by: 'Reagy'" "item_logname" "762_machinegun" "item_iconname" "762_machinegun" "image_inventory" "backpack/weapons/w_models/w_machinegun762" "model_world" "models/weapons/custom/c_models/c_machinegun.mdl" "model_player" "models/weapons/custom/c_models/c_machinegun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.33" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.9" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.9" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.4" } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "1.25" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.25" } } "visuals" { "sound_empty" "Weapon_MachineGun.ClipEmpty" "sound_double_shot" "Weapon_MachineGun762.Fire" "sound_burst" "Weapon_MachineGun.FireCrit" "sound_special1" "Weapon_Tomislav.WindUp" "sound_special2" "Weapon_Null" "sound_special3" "Weapon_Null" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // The Break-Actions // V5.2 Boomstik Buff, removed health penalty, quicker reload, lowered ammo reserve // V5.3.5 Added knockback? Its very inconsitant... //------------------------------------- //------------------------------------- "7014" { "name" "TF_WEAPON_BOOMSTIK" "prefab" "weapon_scattergun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "BOOMSTIK" "item_type_name" "Break-Action Single Shot Shotgun" "item_description" "This weapon has an increased pellet count And THIS, is my BOOMSTIK! Model by: 'Aftroid' Weapon by: 'Reagy'" "item_logname" "boomstik" "item_iconname" "force_a_nature" "image_inventory" "backpack/weapons/c_models/c_boomstik" "model_world" "models/weapons/custom/w_models/w_boomstik.mdl" "model_player" "models/weapons/custom/v_models/v_boomstik.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "reload time increased hidden" "2.0666" "hidden primary max ammo bonus" "0.5" "apply z velocity on damage" "35" "apply look velocity on damage" "15" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "6.0" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.30" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.20" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // 5.3.4 Adjusted fire rate, removed blast radius penalty as it doesn't actually work with explosive bullets (bug), adjusted damage penalty (now 50%), added no random crits penalty (no more lucky 1hks) "7015" { "name" "TF_WEAPON_OVERUNDER" "prefab" "weapon_scattergun" "show_in_armory" "1" "anim_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Overunder Slugger" "item_type_name" "Break-Action Over Under Slug Shotgun" "item_description" " Alright slugger? Model by: 'danaw167' Weapon by: 'Reagy'" "item_logname" "overunder" "item_iconname" "overunder" "image_inventory" "backpack/weapons/w_models/w_overunder" "model_world" "models/weapons/custom/w_models/w_overunder.mdl" "model_player" "models/weapons/custom/v_models/v_overunder.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "reload time increased hidden" "2.2666" "damage bonus hidden" "7.8" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.6" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.4" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.10" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.30" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.7 Renamed from Texas Discipline "7016" { "name" "TF_WEAPON_SUPERSHOT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Texas Two Step" "item_type_name" "Double Barrel Break-Action Shotgun" "item_description" "Fires both barrels at once Lock, stock and two smoking barrels Better start praying boy Model edit by: 'DereBobblet' Weapon by: 'Reagy'" "item_logname" "force_a_nature" "item_iconname" "force_a_nature" "image_inventory" "backpack/weapons/w_models/w_supershot" "model_world" "models/weapons/custom/w_models/w_supershot_engineer.mdl" "model_player" "models/weapons/custom/v_models/v_supershot_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "reload time increased hidden" "2.2666" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.13" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.2" } "scattergun no reload single" // This one is -half- functional. It'll reload your entire clip at once, yes, but it's also based on the Scattergun's reload times. { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_SuperShotGun.Single" "sound_burst" "Weapon_SuperShotGun.SingleCrit" "sound_reload" "Weapon_SuperShotGun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // BERG! // V5.3 Regen changed to 10hp/s, max health boost now 50hp // V5.3.7 Reworked, now speedy sandwich but take more damage //------------------------------------- //------------------------------------- "7017" { "name" "The Sandvich" "prefab" "weapon_sandvich" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Bergur" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Eat to gain up to 120 health As AMERICAN as you can get! Model by: 'Zoey' 'Square' Item by: 'Reagy'" "image_inventory" "backpack/weapons/c_models/c_bunger" "model_world" "models/weapons/custom/c_models/c_bunger.mdl" "model_player" "models/weapons/custom/c_models/c_bunger.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "2" "item_meter_charge_type" "1" "item_meter_charge_rate" "10" "meter_label" "#TF_Sandwich" } "attributes" { "heal on hit for slowfire" { "attribute_class" "strange_restriction_type_1" "value" "120" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "20" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.10" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/items/custom/bunger.mdl" } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } "7018" { "name" "TF_WEAPON_BERG_SOLDIER" "item_class" "tf_weapon_lunchbox" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "item_quality" "rarity2" "propername" "1" "item_name" "Bergur" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Eat to gain up to 120 health As AMERICAN as you can get! Model by: 'Zoey' 'Square' Item by: 'Reagy'" "image_inventory" "backpack/weapons/c_models/c_bunger" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/c_models/c_bunger.mdl" "model_player" "models/weapons/custom/c_models/c_bunger.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" "medic" "1" } "static_attrs" { "override projectile type" "2" "item_meter_charge_type" "1" "item_meter_charge_rate" "10" "meter_label" "#TF_Sandwich" } "attributes" { "heal on hit for slowfire" { "attribute_class" "strange_restriction_type_1" "value" "120" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "20" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.10" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/items/custom/bunger.mdl" } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } //------------------------------------- //------------------------------------- // Slug Rifle // V5.3.6 Halved headshot damage bonus, added a steeper health penalty and increased fire rate penalty via Wonders //------------------------------------- //------------------------------------- "7019" { "name" "TF_WEAPON_SLUGRIFLE" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "One Hit Wonder" "item_type_name" "Single Shot Break-Action Hunting Rifle" "item_description" " Aim for the head Otherwise you're going to be at the bottom of the charts Model by: 'G o a t K i n g' Animations by: 'GHOST CAGE' Weapon by: 'Reagy'" "item_logname" "slug_rifle" "item_iconname" "slug_rifle" "image_inventory" "backpack/weapons/w_models/w_slugrifle" "model_world" "models/weapons/custom/w_models/w_slugrifle.mdl" "model_player" "models/weapons/custom/v_models/v_slugrifle.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "headshot damage increase" { "attribute_class" "headshot_damage_modify" "value" "3.0" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.45" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.45" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_SuperShotGun.Single" "sound_burst" "Weapon_SuperShotGun.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // 360 No Scope // V5.3.6 Removed health penalty //------------------------------------- //------------------------------------- "7020" { "name" "TF_WEAPON_NOSCOPE" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "No Scope" "item_type_name" "Bolt Action Rifle" "item_description" "Less damage against buildings Just simple things... Model by: 'Ti|Nith' Weapon by: 'Reagy'" "item_logname" "noscope" "item_iconname" "noscope" "image_inventory" "backpack/weapons/w_models/w_noscope" "model_world" "models/weapons/custom/w_models/w_noscope.mdl" "model_player" "models/weapons/custom/v_models/v_noscope.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.1" } "sniper no charge" { "attribute_class" "unimplemented_mod_sniper_no_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.10" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.45" } "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // I don't even fucking know //------------------------------------- //------------------------------------- "7021" { "name" "TF_WEAPON_MEMERIFLE" "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Poacher's Pride" "item_type_name" "6 Barreled Break-Action Hunting Rifle?" "item_description" "Fires 6 shots at once What? Destroyed by: 'swox' Weapon by: 'Reagy'" "item_logname" "poachers_pride" "item_iconname" "poachers_pride" "image_inventory" "backpack/weapons/w_models/w_poacherspride" "model_world" "models/weapons/custom/w_models/w_poacherspride.mdl" "model_player" "models/weapons/custom/v_models/v_poacherspride.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "reload time increased hidden" "3.8666" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "crit vs bleeding players" { "attribute_class" "crit_vs_bleeding_players" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.45" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "-0.8" } "sniper no charge" { "attribute_class" "unimplemented_mod_sniper_no_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.24" } "scattergun no reload single" // This one is -half- functional. It'll reload your entire clip at once, yes, but it's also based on the Scattergun's reload times. { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.6" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // v3 Batch //------------------------------------- //------------------------------------- //------------------------------------- //------------------------------------- // The ProPain //------------------------------------- //------------------------------------- "7023" { "name" "TF_WEAPON_PROPAIN" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Propain" "item_type_name" "#TF_Weapon_FireAxe" "item_description" "Increased range Propain and Propane accessories Model by: 'Glitch' Weapon by: 'Reagy'" "item_logname" "propain" "item_iconname" "propain" "image_inventory" "backpack/weapons/c_models/c_propain" "model_world" "models/weapons/custom/c_models/c_propain.mdl" "model_player" "models/weapons/custom/c_models/c_propain.mdl" "attach_to_hands" "1" "used_by_classes" { "pyro" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.70" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "1.35" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "1.35" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.30" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "1.35" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //------------------------------------- //------------------------------------- // 6 Star Grenade Launcher // V5.3.7 Complete rework via The One Of Wonders //------------------------------------- //------------------------------------- "7024" { "name" "TF_WEAPON_PEACEKEEPER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Peacekeeper" "item_description" "Explosions do maximum damage regardless of distance What do you mean police brutality? Model by: 'Elbagast' Weapon by: 'Reagy'" "item_logname" "peacekeeper" "item_iconname" "peacekeeper" "image_inventory" "backpack/weapons/w_models/w_peacekeeper" "model_world" "models/weapons/custom/c_models/c_peacekeeper.mdl" "model_player" "models/weapons/custom/c_models/c_peacekeeper.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.5" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // S.P.U.D //------------------------------------- //------------------------------------- "7025" { "name" "TF_WEAPON_SPUDLAUNCHER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "S.P.U.D" "item_type_name" "Pneumatic Potato Cannon" "item_description" " They used these in World War II! Or at least I think so Model by: 'Hotrod McCoolgal'' Pixenal' Weapon by: 'Reagy'" "item_logname" "spud_launcher" "image_inventory" "backpack/weapons/c_models/c_gas_launcher" "model_world" "models/weapons/custom/c_models/c_spud.mdl" "model_player" "models/weapons/custom/c_models/c_spud.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "2.5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.75" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "1.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.75" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.15" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.3" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_spudrocket.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // V4 Batch //-------------------------- //-------------------------- //------------------------------------- //------------------------------------- // BEEG BORIS // V5.3.4r1 Adjusted self blast damage to reflect its utility more //------------------------------------- //------------------------------------- "7026" { "name" "TF_WEAPON_BORIS" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Beeg Boris" "item_type_name" "Large Gauge Grenade Launcher" "item_description" " Thats a huge B! Model by: 'Reagy' Weapon by: 'Reagy'" "item_logname" "big_boris" "item_iconname" "big_boris" "image_inventory" "backpack/weapons/c_models/c_boris" "model_world" "models/weapons/custom/c_models/c_boris.mdl" "model_player" "models/weapons/custom/c_models/c_boris.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "2" "class select override vcd" "taunt03" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.8" } "damage bonus" { "attribute_class" "mult_dmg" "value" "5.0" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "self dmg push force increased" { "attribute_class" "mult_dmgself_push_force" "value" "5.0" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.30" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "10.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_energy_drink.mdl" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // So much for z-block // V5.3.4r1 Can no longer pickup intel when using //------------------------------------- //------------------------------------- "7027" { "name" "TF_WEAPON_PHOON" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity2" "item_name" "#TF_Weapon_Knife" "item_type_name" "#TF_Weapon_Knife" "item_description" " Too much for zblock Weapon by: 'Reagy'" "item_logname" "knoif" "item_iconname" "club" "image_inventory" "backpack/weapons/c_models/c_knoif" "model_world" "models/weapons/custom/c_models/c_knoif.mdl" "model_player" "models/weapons/custom/c_models/c_knoif.mdl" "attach_to_hands" "1" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } attributes { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.35" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.75" } "cannot pick up intelligence" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------------------- //------------------------------------- // Trash Cannon //------------------------------------- //------------------------------------- "7028" { "name" "TF_WEAPON_TCANNON" "prefab" "weapon_aagun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Dirty Bomb" "item_type_name" "Improvised Cannon" "item_description" "This weapon has limited range [ Maniacal laughing ] Model hack by: 'Reagy' Weapon by: 'Reagy'" "item_logname" "trashcannon" "item_iconname" "trashcannon" "image_inventory" "backpack/weapons/c_models/c_trashcannon" "model_world" "models/weapons/custom/c_models/c_trashcannon.mdl" "model_player" "models/weapons/custom/c_models/c_trashcannon.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "fire rate penalty hidden" "8.0" "damage bonus hidden" "1.15" "rocket limited lifetime" "1" "rocket gravity" "1" "blast dmg to self increased" "3" } "attributes" { "voice pitch scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/props_soho/trashbag001.mdl" } } "visuals" { "sound_empty" "Weapon_AAGun.ClipEmpty" "sound_single_shot" "Weapon_TrashCannon.Fire" "sound_double_shot" "Weapon_TrashCannon.Fire" "sound_burst" "Weapon_TrashCannon.Fire" "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- // Jar o Ants //---------------------------- //---------------------------- "7029" { "name" "TF_WEAPON_EXPLOSIVE_JAR_ANTS" "prefab" "weapon_smg" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "anim_slot" "item1" "item_quality" "rarity2" "propername" "1" "item_name" "Ant-a-Jar" "item_type_name" "Jar of Soldier Ants" "item_description" " Mean little buggers these are Model by: 'Reagy' Weapon by: 'Reagy'" "item_logname" "jarate_ants" "item_iconname" "what" "image_inventory" "backpack/weapons/c_models/antjar" "model_world" "models/weapons/custom/c_models/c_antjar.mdl" "model_player" "models/weapons/custom/c_models/c_antjar.mdl" "attach_to_hands" "1" "used_by_classes" { "sniper" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "0.002" "allowed in medieval mode" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "10" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "4.0" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_antjar.mdl" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "1.5" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.15" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.4" } } "visuals" { "sound_single_shot" "Weapon_Jarate.Single" "sound_burst" "Weapon_Jarate.Single" "sound_special1" "Jar.Explode" "sound_special2" "Jar.Explode" "sound_special3" "Weapon_Jarate.Single" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //-------------------------- //-------------------------- // Sniper Crossbow // V5.3.4 Increased projectile speed by 50% //-------------------------- //-------------------------- "7030" { "name" "TF_WEAPON_SCROSSBOW" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Arbalest's Bolter" "item_type_name" "Crossbow" "item_description" " How does this work? Model by: 'Reagy' Weapon by: 'Reagy'" "item_logname" "rflxbow" "item_iconname" "rflxbow" "image_inventory" "backpack/weapons/c_models/c_rflxbowl" "model_world" "models/weapons/custom/c_models/c_rflxbow.mdl" "model_player" "models/weapons/custom/c_models/c_rflxbow.mdl" "attach_to_hands" "1" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" "centerfire projectile" "1" "override projectile type" "30" "no damage falloff over distance" "1" "allowed in medieval mode" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } "strange restriction type 1" { "attribute_class" "mult_projectile_speed" "value" "1.5" } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "30.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/crossbow_bolt.mdl" } } "visuals" { "player_bodygroups" { "arrows" "1" } "sound_single_shot" "Weapon_CompoundBow.Single" "sound_burst" "Weapon_CompoundBow.SingleCrit" "sound_reload" "Weapon_CompoundBow.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // V5 Batch //-------------------------- //-------------------------- //-------------------------- //-------------------------- // The Big Iron // V5.3.2 Reworked, slowed down fire rate, increased accuracy, increased damage, removed deploy speed bonus //-------------------------- //-------------------------- "7031" { "name" "TF_WEAPON_BIG_IRON_ENGI" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Big Iron" "item_type_name" "#TF_Weapon_Revolver" "item_description" " Bigger iron on his hip Model by: 'Aftroid' Weapon by: 'Reagy'" "item_logname" "bigiron" "item_iconname" "bigiron" "image_inventory" "backpack/weapons/w_models/w_bigiron" "model_world" "models/weapons/custom/w_models/w_bigiron_engineer.mdl" "model_player" "models/weapons/custom/v_models/v_bigiron_engineer.mdl" "extra_wearable" "models/player/items/engineer/spurs.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "fire rate penalty hidden" "3.8" "hidden secondary max ammo penalty" "0.18" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "3.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.4" } } "visuals" { "sound_single_shot" "Weapon_BigIron.Single" "sound_burst" "Weapon_BigIron.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Flame aka lil puff // V5.1 Reworked blast distance, should function same on linux now // V5.3.2 Fixed attribute bleed when using with Dragon's Fury, increased the explosion timer by a tiny bit so you no longer run into your own blasts when firing, damage penalty also removed //-------------------------- //-------------------------- "7032" { "name" "TF_WEAPON_LIL_PUFF" "item_class" "tf_weapon_flaregun" "item_quality" "rarity2" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Lil' Puff" "item_type_name" "Fireball Launcher" "item_description" "This weapon cannot Airblast Model by: 'A Paint Bucket Named Huey' Weapon by: 'Reagy'" "item_logname" "lil_puff" "item_iconname" "lil_puff" "image_inventory" "backpack/weapons/c_models/c_flame" "model_world" "models/weapons/custom/c_models/c_flame.mdl" "model_player" "models/weapons/custom/v_models/v_flame.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "fire rate bonus hidden" "0.4" "override projectile type" "2" "hidden secondary max ammo penalty" "1.3" "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.3" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.10" } // "damage penalty" // { // "attribute_class" "mult_dmg" // "value" "0.90" // } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.2" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.05" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.25" } "airblast disabled" { "attribute_class" "strange_restriction_type_1" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } } "visuals" { "sound_single_shot" "Weapon_DragonsFury.Single" "sound_burst" "Weapon_DragonsFury.SingleCrit" "sound_empty" "Weapon_DragonsFury.PressureBuildStop" "sound_reload" "Weapon_DragonsFury.PressureBuildStop" "sound_special1" "Weapon_Airstrike.Explosion" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Battleaxe // V5.3.7 Reduced damage and speed bonus, increased health drain //-------------------------- //-------------------------- "7033" { "name" "TF_WEAPON_BATTLEAXE" "prefab" "weapon_bottle" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Battle Axe" "item_type_name" "Cursed Axe" "item_description" " This ain't your woodcutters axe boyo Model by: 'IteGood' Weapon by: 'Reagy'" "item_logname" "battleaxe_ko" "item_iconname" "battleaxe_ko" "image_inventory" "backpack/weapons/c_models/c_axe" "model_world" "models/weapons/custom/c_models/c_axe.mdl" "model_player" "models/weapons/custom/v_models/v_axe.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" "decapitate type" "1" "melee range multiplier" "1.25" "melee bounds multiplier" "1.35" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "5" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.4" } "self mark for death alt" { "attribute_class" "self_mark_for_death_alt" "value" "1" } "active health degen" { "attribute_class" "active_item_health_regen" "value" "3" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-75" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_Sword.HitHeads" "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------- //-------------------------- // Ekaterina // V5.1 Damage upped to 150%, increased accuracy to 50% //-------------------------- //-------------------------- "7034" { "name" "TF_WEAPON_EKATERINA" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Ekaterina" "item_type_name" "Minigun" "item_description" " Fires single explosive slugs each shot Model by: 'heinousbanana' Weapon by: 'Reagy'" "item_logname" "ekaterina" "item_iconname" "ekaterina" "image_inventory" "backpack/weapons/c_models/c_ekaterina" "model_world" "models/weapons/custom/c_models/c_ekaterina.mdl" "model_player" "models/weapons/custom/c_models/c_ekaterina.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.3" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.50" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.5" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.90" } } "visuals" { "sound_empty" "Weapon_Ekaterina.ClipEmpty" "sound_double_shot" "Weapon_Ekaterina.Fire" "sound_burst" "Weapon_Ekaterina.FireCrit" "sound_special1" "Weapon_Ekaterina.WindUp" "sound_special2" "Weapon_Ekaterina.WindDown" "sound_special3" "Weapon_Ekaterina.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // 357 //-------------------------- //-------------------------- "7035" { "name" "TF_WEAPON_357" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_logname" "357" "item_iconname" "357" "item_quality" "rarity2" "item_type_name" "#TF_Weapon_Revolver" "item_name" "Three Fifty Seven" "item_description" " Not quite the most powerful handgun in the world... Model by: 'IteGood' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_357" "model_world" "models/weapons/custom/c_models/c_357.mdl" "model_player" "models/weapons/custom/c_models/c_357.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "SET BONUS: quiet unstealth" { "attribute_class" "set_quiet_unstealth" "value" "1" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.5" } } "visuals" { "sound_single_shot" "Weapon_Ambassador.Single" "sound_burst" "Weapon_Ambassador.SingleCrit" } } //-------------------------- //-------------------------- // Laika // V5.3.4 New sounds //-------------------------- //-------------------------- "7036" { "name" "TF_WEAPON_LAIKA" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Laika" "item_type_name" "Full Auto Portable Gauss Cannon" "item_description" "Fires lasers! Weapon from soviet space program, I thinks Model by: 'Rozzy85' Weapon by: 'Reagy'" "item_logname" "laika" "item_iconname" "laika" "image_inventory" "backpack/weapons/c_models/c_laika" "model_world" "models/weapons/custom/c_models/c_laika.mdl" "model_player" "models/weapons/custom/c_models/c_laika.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "Projectile speed increased" "2.50" "override projectile type" "32" "ragdolls become ash" "1" "centerfire projectile" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.50" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.05" } } "visuals" { "sound_empty" "Weapon_Laika.ClipEmpty" "sound_double_shot" "Weapon_Laika.Fire" "sound_burst" "Weapon_Laika.FireCrit" "sound_special1" "Weapon_Laika.WindUp" "sound_special2" "Weapon_Laika.WindDown" "sound_special3" "Weapon_Laika.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Improvised Imblazer //-------------------------- //-------------------------- "7037" { "name" "TF_WEAPON_DIYTHROWER" "prefab" "weapon_flamethrower" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Household Blazer" "item_type_name" "Improvised Flamethrower" "item_description" " Model by: 'heinousbanana' Weapon by: 'Reagy'" "item_logname" "diythrower" "item_iconname" "diythrower" "image_inventory" "backpack/weapons/c_models/c_improvised_imblazer" "model_world" "models/weapons/custom/c_models/c_improvised_imblazer.mdl" "model_player" "models/weapons/custom/c_models/c_improvised_imblazer.mdl" "attach_to_hands" "1" "used_by_classes" { "pyro" "1" } "attributes" { "flame size bonus" { "attribute_class" "mult_flame_size" "value" "1.50" } "crit vs non burning players" { "attribute_class" "or_crit_vs_not_playercond" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" "value" "0.75" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.6" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "1" } } "visuals" { "sound_special1" "Weapon_FireHose.FireLoop" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Injuste / 3 Barrel Revolver //-------------------------- //-------------------------- "7038" { "name" "TF_WEAPON_INJUSTE" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity2" "item_logname" "injuste" "item_iconname" "injuste" "item_type_name" "Triple Barrelled Revolver" "item_name" "Injuste" "item_description" "Fire multiple bullets per shot Who said I need to play fair? Model by: 'MrYadaization' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_trigun" "model_world" "models/weapons/custom/c_models/c_trigun_spy.mdl" "model_player" "models/weapons/custom/c_models/c_trigun_spy.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "3" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2" } "mod ammo per shot" { "attribute_class" "mod_ammo_per_shot" "value" "3" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.65" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "5.0" } } "visuals" { "sound_single_shot" "Weapon_Injuste.Single" "sound_burst" "Weapon_Injuste.SingleCrit" } } //-------------------------- //-------------------------- // Jury / Snakeshot Revolver // V5.2 Upped pellets to 12 //-------------------------- //-------------------------- "7039" { "name" "TF_WEAPON_JURY" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity2" "item_logname" "jury" "item_iconname" "jury" "item_type_name" "Shotgun Cartridge Revolver" "item_name" "Jury" "item_description" "Fire multiple pellets per shot Far more easier to conceal than a full size shotgun Model by: 'CoryP2001' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_jury" "model_world" "models/weapons/custom/c_models/c_jury.mdl" "model_player" "models/weapons/custom/c_models/c_jury.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "12" } "reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.15" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "5.0" } } "visuals" { "sound_single_shot" "Weapon_Jury.Single" "sound_burst" "Weapon_Jury.SingleCrit" } } //-------------------------- //-------------------------- // Vulcan Halo HMG // V5.1 Buffed the fuck out of damage, now on par with other miniguns // V5.3.6 Heavy 2.0 Soft rework via Wonders //-------------------------- //-------------------------- "7040" { "name" "TF_WEAPON_VULCAN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "M41 'Vulcan'" "item_type_name" "Tri-barrel Heavy Machine Gun" "item_description" "This weapon fires heavy slugs Something something caves are not a natural formation Model by: 'AlreadyADemon' Weapon by: 'Reagy'" "item_logname" "halo50" "item_iconname" "halo50" "image_inventory" "backpack/weapons/c_models/c_halo50" "model_world" "models/weapons/custom/c_models/c_halo50.mdl" "model_player" "models/weapons/custom/c_models/c_halo50.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "health regen" { "attribute_class" "add_health_regen" "value" "10" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.85" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.67" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "4.0" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.25" } "minigun spindown time increased" { "attribute_class" "mult_minigun_spindown_time" "value" "1.25" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.5" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.25" } "no primary ammo from dispensers while active" { "attribute_class" "mult_player_aiming_movespeed" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_double_shot" "Weapon_Halo50.Fire" "sound_burst" "Weapon_Halo50.FireCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Colt Crusher //-------------------------- //-------------------------- "7041" { "name" "TF_WEAPON_COLTCRUSHER" "prefab" "weapon_aagun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Colt Crusher" "item_type_name" "Beeg Revolver" "item_description" "Fires explosive shells Pff puny American revolver no match for Soviet steel! Model by: 'AlreadyADemon' Weapon by: 'Reagy'" "item_logname" "coltcrusher" "item_iconname" "coltcrusher" "image_inventory" "backpack/weapons/c_models/c_revolver_heavy" "model_world" "models/weapons/custom/c_models/c_revolver_heavy.mdl" "model_player" "models/weapons/custom/c_models/c_revolver_heavy.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.35" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.1" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1.15" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-20" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "1.1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/w_drunkwrath_grenade.mdl" } } "visuals" { "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Tokamak // V5.3.4 New sounds //-------------------------- //-------------------------- "7042" { "name" "TF_WEAPON_TOKAMAK" "prefab" "weapon_minigun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Tokamak" "item_type_name" "Laser Cannon" "item_description" "Fires lasers that can ricochet Weapon from soviet space program, I thinks Model by: 'Barno' Weapon by: 'Reagy'" "item_logname" "tokamak" "item_iconname" "tokamak" "image_inventory" "backpack/weapons/c_models/c_tokamak" "model_world" "models/weapons/custom/c_models/c_tokamak.mdl" "model_player" "models/weapons/custom/c_models/c_tokamak.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "Projectile speed increased" "2.75" "override projectile type" "32" "ragdolls become ash" "1" "centerfire projectile" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "6.0" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "4.9" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.3" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.50" } } "visuals" { "sound_empty" "Weapon_Tokamak.ClipEmpty" "sound_double_shot" "Weapon_Tokamak.Fire" "sound_burst" "Weapon_Tokamak.FireCrit" "sound_special1" "Weapon_Tokamak.WindUp" "sound_special2" "Weapon_Tokamak.WindDown" "sound_special3" "Weapon_Tokamak.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The Fortunate Son / Soldier M4 //-------------------------- //-------------------------- "7043" { "name" "TF_WEAPON_M4_SOLDIER" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "m4_soldier" "item_iconname" "m4_soldier" "item_type_name" "Assault Rifle" "item_name" "Fortunate Son" "item_description" " Some folks are born made to wave the flag Model by: 'Stiffy360' Weapon by: 'Reagy'" "propername" "1" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_m4_soldier" "model_world" "models/weapons/custom/w_models/w_m4_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_m4_soldier.mdl" "extra_wearable" "models/player/items/custom/soldier/going_commando.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "override projectile type" "1" "hidden primary max ammo bonus" "0.96" "class select override vcd" "taunt02_v1" "min_viewmodel_offset" "5 0 -10" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.70" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.20" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } } "visuals" { "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Soldier Thompson //-------------------------- //-------------------------- "7044" { "name" "TF_WEAPON_THOMPSON" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "thompson_soldier" "item_iconname" "thompson_soldier" "item_type_name" ""#TF_Weapon_SMG"" "item_name" "Johnny Tommy" "item_description" " This gun won us the war! Which one? All of them! I think Model by: 'Corvalho' Weapon by: 'Reagy'" "propername" "1" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_thompson_soldier" "model_world" "models/weapons/custom/w_models/w_thompson_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_thompson_soldier.mdl" "extra_wearable" "models/player/items/custom/soldier/going_commando.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "override projectile type" "1" "hidden primary max ammo bonus" "0.96" "class select override vcd" "taunt02_v1" "reload time increased hidden" "1.5" "min_viewmodel_offset" "5 0 -10" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.20" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.20" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.65" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.10" } } "visuals" { "sound_single_shot" "Weapon_TommyGun.Single" "sound_burst" "Weapon_TommyGun.SingleCrit" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Enginer Jetpack // V5.2 Fixed projectile range leak bug // V5.3.4 Made projectile centerfire, should fix weird positioning bug // V5.3.7 Updated with newer method shown in New Old Weapons Pack, adjusted metal usage as Engineer can get some absolutely insane mobility with this now //-------------------------- //-------------------------- "7045" { "name" "TF_WEAPON_JUMPPACK" "prefab" "weapon_pistol" // "item_class" "tf_weapon_flaregun" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_type_name" "Rocket Jump Pack" "item_name" "Fly Boy" "item_description" "Fires a short-duration blast that launches the Engineer in the direction they are aiming. Remember to jump before firing. Hoowee! Cosmetic by: 'Corvalho' Item by: 'Reagy'" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory" "backpack/player/items/engineer/flyboy" "model_player" "models/weapons/v_models/v_rocketpack_pyro.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/engineer/flyboy.mdl" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "0.001" "fire rate bonus hidden" "0.75" "min_viewmodel_offset" "10 0 -10" "class select override vcd" "taunt01" // "mod max primary clip override" "-1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mod use metal ammo type" // This attribute is a little weird. YOU DONT SAY?? { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "reload time increased hidden" { "attribute_class" "mult_clipsize" "value" "5.4" } "mod ammo per shot" { "attribute_class" "mod_ammo_per_shot" "value" "65" } "boots falling stomp" { "attribute_class" "boots_falling_stomp" "value" "2" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "" } "centerfire projectile" { "attribute_class" "centerfire_projectile" "value" "1" } // Stuff "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.01" // JUST small enough to avoid hitting enemies unless you're practically touching } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.00001" // Rockets explode INSTANTLY - which is somewhere in front of your torso! } "strange restriction type 2" // This is a messy fix for bugs with the Dragon's Fury, but it's obviously not ideal... { "attribute_class" "mod_rocket_gravity" "value" "50" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" // Obviously necessary } "damage force increase hidden" // Negative propulsive force generally means this sends you in the direction you were looking! { "attribute_class" "mult_dmgself_push_force" "value" "-5.0" } "strange restriction type 3" // Enough lift-off force on taking damage to get you off the ground, even if you use it from a standstill { "attribute_class" "apply_z_velocity_on_damage" "value" "125" } "single wep deploy time increased" // Even with the already slow switch speed, it takes a bit longer to use this specifically { "attribute_class" "mult_single_wep_deploy_time" "value" "2.5" } } "visuals" { "sound_single_shot" "Weapon_RPG_FC.Single" "sound_burst" "Weapon_RPG_FC.SingleCrit" "sound_special1" "Weapon_RPG_BlackBox.Explode" "sound_reload" "Weapon_FlareGun.WorldReload_Alt" "animation_replacement" { "ACT_MP_STAND_SECONDARY" "ACT_MP_STAND_PDA" "ACT_MP_RUN_SECONDARY" "ACT_MP_RUN_PDA" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_CROUCH_PDA" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_CROUCHWALK_PDA" "ACT_MP_SWIM_SECONDARY" "ACT_MP_SWIM_PDA" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_AIRWALK_PDA" "ACT_MP_JUMP_START_SECONDARY" "ACT_MP_JUMP_START_PDA" "ACT_MP_JUMP_FLOAT_SECONDARY" "ACT_MP_JUMP_FLOAT_PDA" "ACT_MP_JUMP_LAND_SECONDARY" "ACT_MP_JUMP_LAND_PDA" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- // The Rainmaker's Barrage // V5.2 !New! weapon inspired by Liberty Launcher Typo // V5.3.7 Now has 100% crits when player is airborne, 4 degree of rocket spread also added //-------------------------- //-------------------------- "7046" { "name" "TF_WEAPON_RAINMAKER" "prefab" "weapon_rocketlauncher" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "show_in_armory" "1" "item_quality" "rarity2" "item_type_name" "#TF_Weapon_RocketLauncher" "item_name" "Rainmaker's Barrage" "item_description" "100% crit rate when airborne For when you need just more rocket... Model by: 'Corvalho' Weapon by: 'Reagy'" "item_logname" "rainmaker_barrage" "item_iconname" "rainmaker_barrage" "propername" "1" // "item_quality" "normal" "image_inventory_size_w" "128" "image_inventory_size_h" "104" "image_inventory" "backpack/weapons/w_models/c_barrage" "model_world" "models/weapons/custom/c_models/c_barrage.mdl" "model_player" "models/weapons/custom/c_models/c_barrage.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "2" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.50" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.50" } "self dmg push force increased" { "attribute_class" "mult_dmgself_push_force" "value" "1.5" } "reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.2" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.25" } "strange restriction value 1" { "attribute_class" "mult_spread_scale" "value" "0.08" } "projectile spread angle penalty" { "attribute_class" "voice_pitch_scale" "value" "4" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_barrage_rocket.mdl" } } "visuals" { "sound_single_shot" "Weapon_Liberty_Launcher.Single" "sound_burst" "Weapon_Liberty_Launcher.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_BlackBox.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The H.A.G.I.S // V5.2 New weapon, fires big rolly boi // V5.3.1 Halved recharge time // V5.3.5 Removed drawspeed penalties //-------------------------- //-------------------------- "7047" { "name" "TF_WEAPON_HAGIS" "prefab" "weapon_grenade_launcher" "item_class" "tf_weapon_grenade_mirv" "item_slot" "secondary" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "H.A.G.I.S" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" "Slows weapon draw speed on all items Ka-boom! Model by: 'Linko' Weapon by: 'Reagy'" "item_logname" "hagis" "item_iconname" "hagis" "image_inventory" "backpack/weapons/c_models/c_mirvgrenadelauncher" "model_world" "models/weapons/custom/c_models/c_mirvgrenadelauncher.mdl" "model_player" "models/weapons/custom/c_models/c_mirvgrenadelauncher.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.60" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.35" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "2.0" } "reload time increased" { "attribute_class" "effectbar_recharge_rate" "value" "2.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_mirvgrenadelauncher_grenade.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The FireArm // V5.2 New weapon //-------------------------- //-------------------------- "7048" { "name" "TF_WEAPON_FIREARM" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_logname" "firearm_engineer" "item_iconname" "firearm_engineer" "item_type_name" "Arm mounted auto-cannon" "item_name" "Firearm" "item_description" "Fires 3 bullets per shot Arm not working? More gun is the solution! Model by: 'Constructor' 'Svdl' Weapon by: 'Reagy'" "image_inventory" "backpack/weapons/c_models/c_firearm" "model_world" "models/weapons/custom/c_models/c_firearm.mdl" "model_player" "models/weapons/custom/v_models/v_firearm.mdl" "attach_to_hands" "1" "used_by_classes" { "engineer" "1" } "static_attrs" { "mod max primary clip override" "-1" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.25" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.50" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "2.75" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.15" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.3" } } "visuals" { "animation_replacement" { "ACT_MP_STAND_PRIMARY" "ACT_MP_STAND_SECONDARY" "ACT_MP_RUN_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCH_PRIMARY" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_CROUCHWALK_PRIMARY" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_SWIM_PRIMARY" "ACT_MP_SWIM_SECONDARY" "ACT_MP_AIRWALK_PRIMARY" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_JUMP_START_PRIMARY" "ACT_MP_JUMP_START_SECONDARY" "ACT_MP_JUMP_FLOAT_PRIMARY" "ACT_MP_JUMP_FLOAT_SECONDARY" "ACT_MP_JUMP_LAND_PRIMARY" "ACT_MP_JUMP_LAND_SECONDARY" } "sound_single_shot" "Weapon_R870.Single" "sound_burst" "Weapon_R870.SingleCrit" "reload" "Weapon_Shotgun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The Classical Protection // V5.2 New wearable // V5.3 Removed Speedboost // V5.3.1 Removed resistance and replaced with 75HP bonus, 10% Speed penalty applied, secondary ammo bonus removed //-------------------------- //-------------------------- "7049" { "name" "TF_WEARABLE_BVEST_ENGINEER" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "equip_region" "shirt" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Classical Protection" "item_type_name" "Ballistic Vest" "item_description" " Replaces your Shotgun You are unable to use a Primary Weapon while this item is equipped Model by: 'Ludumberg' Wearable by: 'Reagy'" "image_inventory" "backpack/workshop/player/items/engineer/classical_protection/classical_protection" "model_player" "models/player/items/custom/engineer/classical_protection.mdl" "extra_wearable" "models/player/items/custom/engineer/classical_protection.mdl" "used_by_classes" { "engineer" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt03" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "75" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.9" } // "damage bonus hidden" // { // "attribute_class" "mult_dmgtaken" // "value" "0.5" // } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- // The Security Measure // V5.2 New wearable // V5.3 Removed health regen, dropped resistance to 45%, speedboost to 10% and applied +15 max HP on equip, moved from PDA2 to Melee slot due to stacking bug // V5.3.1 Replaced resistance with flat HP buff, raised from +15 to +75hp //-------------------------- //-------------------------- "7050" { "name" "TF_WEARABLE_BVEST_SPY" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "melee" "item_quality" "rarity2" "equip_region" "shirt" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Security Measure" "item_type_name" "Ballistic Vest" "item_description" " Replaces your Knife You are unable to backstab while this item is equipped Model by: 'NeoDement' Wearable by: 'Reagy'" "image_inventory" "backpack/workshop/player/items/spy/bulletproof/bulletproof" "model_player" "models/player/items/custom/spy/bulletproof.mdl" "extra_wearable" "models/player/items/custom/spy/bulletproof.mdl" "used_by_classes" { "spy" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt03" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "75" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "2" } // "damage bonus hidden" // { // "attribute_class" "mult_dmgtaken" // "value" "0.55" // } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- // The Bat Fat // V5.2 New wearable //-------------------------- //-------------------------- "7051" { "name" "TF_WEAPON_BAT_FISTS" "prefab" "weapon_fists" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Bat Fat" "item_type_name" "Imitation Costume" "item_description" " Heavy found this next to pretty dress Model by: 'AlreadyADemon' Weapon by: 'Reagy'" "item_logname" "bat_gloves" "item_iconname" "bat_gloves" "image_inventory" "backpack/weapons/c_models/c_batfat" "model_world" "models/weapons/custom/c_models/c_metalfists.mdl" "model_player" "models/weapons/custom/v_models/v_metalfists.mdl" "extra_wearable" "models/player/items/custom/heavy/fatbat.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.55" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.5" } } "hide_bodygroups_deployed_only" "1" "visuals" { "player_bodygroups" { "hands" "1" } "sound_melee_miss" "Weapon_MetalGloves.Miss" "sound_melee_hit" "Weapon_MetalGloves.HitFlesh" "sound_melee_hit_world" "Weapon_MetalGloves.HitWorld" "sound_burst" "Weapon_MetalGloves.MissCrit" "sound_deploy" "Weapon_MetalGloves.Draw" } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //-------------------------- //-------------------------- // The W.A.L.L // V5.2 New wearable? // V5.3 Resistance now 50% instead of 95%, can still be stacked with Robo // V5.3.1 Renamed to "The Slightly Immovable W.A.L.L", can now move at 47HU/s when active // V5.3.4r1 Adjusted damage resistance to 65% as robo no longer applies 20%, reduced medic healing by 100% when active // V5.3.7 Damage resistance now 50% (previously 35%), movement penalty lowered to 55%, +3hp/s health regen when active //-------------------------- //-------------------------- "7052" { "name" "TF_WEAPON_HEAVY_SHEILD" "item_class" "tf_weapon_minigun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Slightly Immovable W.A.L.L" "item_type_name" "Improvised Sheild" "item_description" "On deploy 50% damage resistance. Look, its more than just a fence... Model by: 'PogoTheMunty' Cosmetic by: 'Jukebox' 'Sync' Weapon by: 'Reagy'" "item_slot" "primary" // "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "image_inventory" "backpack/weapons/c_models/c_wall" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/w_models/w_riot_heavy/w_riot_heavy.mdl" "model_player" "models/weapons/v_models/v_riot_heavy/v_riot_heavy.mdl" "extra_wearable" "models/player/items/custom/heavy/bullet_resistant_vest.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" "allowed in medieval mode" "1" "override projectile type" "0" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus hidden" { "attribute_class" "mult_dmgtaken" "value" "0.5" } "health regen" { "attribute_class" "add_health_regen" "value" "3" } // Magical shit to make it 100% on description "aiming movespeed decreased" { "attribute_class" "weapon_stattrak_module_scale" "value" "0.45" } "weapon_stattrak_module_scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.0" } "move speed penalty" { "attribute_class" "weapon_stattrak_module_scale" "value" "0.45" } "weapon_stattrak_module_scale" { "attribute_class" "mult_player_movespeed" "value" "0.45" } "kill eater" { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "fire rate penalty hidden" { "attribute_class" "mult_postfiredelay" "value" "101" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0" } "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0" } } "visuals" { "sound_reload" "BaseCombatCharacter.StopWeaponSounds" "sound_empty" "BaseCombatCharacter.StopWeaponSounds" "sound_double_shot" "BaseCombatCharacter.StopWeaponSounds" "sound_special1" "Selection.HeavyEquipment1" "sound_special2" "Selection.HeavyEquipment2" "sound_special3" "BaseCombatCharacter.StopWeaponSounds" "sound_burst" "BaseCombatCharacter.StopWeaponSounds" "muzzle_flash" "muzzle_minigun_constant" "tracer_effect" "bullet_tracer01" "animation_replacement" { "ACT_MP_STAND_PRIMARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_PRIMARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_CROUCHWALK_PRIMARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_PRIMARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_DEPLOYED" "ACT_MP_ATTACK_STAND_PREFIRE" "ACT_MP_DEPLOYED" "ACT_MP_ATTACK_STAND_POSTFIRE" "ACT_MP_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_ATTACK_CROUCH_PREFIRE" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_ATTACK_CROUCH_POSTFIRE" "ACT_MP_CROUCH_DEPLOYED_IDLE" //Deployed "ACT_MP_DEPLOYED_IDLE" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_DEPLOYED" "ACT_MP_DEPLOYED_PRIMARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Drunkards Wrath // V5.2 New weapon // V5.3.7 Complete rework via The One Of Wonders //-------------------------- //-------------------------- "7053" { "name" "TF_WEAPON_BIGREVOLVER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Drunkard's Wrath" "item_type_name" "Big Revolver?" "item_description" "Fires explosive shells And then I'll grow yer arse's arse and I'm the grass man, punk yeah heaven's heathen... Model by: 'FiveEyes' Weapon by: 'Reagy'" "item_logname" "drunkgun" "item_iconname" "drunkgun" "image_inventory" "backpack/weapons/c_models/c_drunkwrath" "model_world" "models/weapons/custom/c_models/c_drunkwrath.mdl" "model_player" "models/weapons/custom/c_models/c_drunkwrath.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "2" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.35" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.6" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.50" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.7" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/w_drunkwrath_grenade.mdl" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0.5" } "voice pitch scale" { "attribute_class" "mult_dmgself_push_force" "value" "0.6" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1.2" } } "visuals" { "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // THE CHAIRS // V5.3.1 New weapon //-------------------------- //-------------------------- "7054" { "name" "TF_WEAPON_CHAIR_HEAVY" "prefab" "weapon_fists" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Smackdown" "item_type_name" "Steel Chair" "item_description" "Increased melee range BAH GOD, ITS HEAVY WITH A STEEL CHAIR! Model by: Random WWE Game /shrug Weapon by: 'Reagy'" "item_logname" "chair_heavy" "item_iconname" "chair" "image_inventory" "backpack/weapons/w_models/w_chair" "model_world" "models/weapons/custom/w_models/w_chair_heavy.mdl" "model_player" "models/weapons/custom/v_models/v_chair_heavy.mdl" "extra_wearable" "models/player/items/custom/heavy/buff_boi.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "2" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "2" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.0" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Chair.Miss" "sound_melee_hit" "Weapon_Chair.HitFlesh" "sound_melee_hit_world" "Weapon_Chair.HitWorld" "sound_burst" "Weapon_Chair.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "7055" { "name" "TF_WEAPON_CHAIR_SCOUT" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Smackdown" "item_type_name" "Steel Chair" "item_description" "Increased melee range BAH GOD, ITS SCOUT WITH A STEEL CHAIR! Model by: Random WWE Game /shrug Weapon by: 'Reagy'" "item_logname" "chair_scout" "item_iconname" "chair" "image_inventory" "backpack/weapons/w_models/w_chair" "model_world" "models/weapons/custom/w_models/w_chair_scout.mdl" "model_player" "models/weapons/custom/v_models/v_chair_scout.mdl" "extra_wearable" "models/player/items/custom/scout/buffout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "2" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.5" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "2" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.0" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.7" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "player_bodygroups" { "hat" "1" "headphones" "1" } "sound_melee_miss" "Weapon_Chair.Miss" "sound_melee_hit" "Weapon_Chair.HitFlesh" "sound_melee_hit_world" "Weapon_Chair.HitWorld" "sound_burst" "Weapon_Chair.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------- //-------------------------- // THE Sputnik Special // V5.3.3 New weapon, designed by Zadrave // V5.3.4 Can not longer pickup intel //-------------------------- //-------------------------- "7056" { "name" "TF_WEAPON_SPUTNIK" "item_name" "Sputnik Special" "prefab" "weapon_aagun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity2" "item_name" "#TF_Weapon_AAGun" "item_type_name" "#TF_Weapon_AAGun" "item_description" "Giving a rocket jumper to Heavy is a good idea. Model sourced from: New Old Weapons Pack Weapon by: 'Zadrave'" "item_logname" "aagun" "item_iconname" "aa_cannon" "image_inventory" "backpack/weapons/w_models/w_aagun" "model_world" "models/weapons/w_models/w_aagun.mdl" "model_player" "models/weapons/v_models/v_aagun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "centerfire projectile" { "attribute_class" "centerfire_projectile" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1" } "self dmg push force increased" { "attribute_class" "mult_dmgself_push_force" "value" "2" } "rocket jump damage reduction" { "attribute_class" "blast_dmg_to_self" "value" "0.25" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "3" } "cannot pick up intelligence" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_blackbox.mdl" } } "visuals" { "sound_empty" "Weapon_AAGun.ClipEmpty" "sound_double_shot" "Weapon_AAGun.Fire" "sound_burst" "Weapon_AAGun.FireCrit" "sound_special1" "Weapon_RPG_BlackBox.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Flare Launcher // V5.3.4 New weapon, designed by Zadrave // V5.3.4r1 Increased projectile speed, added one extra flare //-------------------------- //-------------------------- "7057" { "name" "TF_WEAPON_FLARELAUNCHER" "item_name" "Flare Launcher" "prefab" "weapon_shotgun" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity2" "item_logname" "lakeside_rl" "item_iconname" "lakeside_rl" "item_type_name" "Flare Gun" "item_class" "tf_weapon_rocketlauncher" "item_description" "The Flare Gun, but primary. Shoots flares fast and crits flaming targets. Mmphh mmph mppph! Weapon by: 'Zadrave'" "propername" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_lakeshot" "model_world" "models/weapons/w_models/w_lakeshot.mdl" "model_player" "models/weapons/v_models/v_lakeshot_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "primary" } "static_attrs" { "class select override vcd" "taunt02_v1" "clip size penalty hidden" "1.2" "override projectile type" "6" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.25" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.6" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.335" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_pilot_flaregun_shell.mdl" } } "visuals" { "sound_single_shot" "Weapon_Lakeside.Shoot" "sound_burst" "Weapon_Lakeside.ShootCrit" "sound_reload" "Weapon_GrenadeLauncherDM.DrumLoad" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Leviathan // V5.3.4 New weapon // V5.3.4r1 Adjusted rate of fire, damage profile, bullet spread, movement speed when spunup, spinup delay and total ammo pool (due to lower rof it eats ammo less quickly). Removed health penalty and added +25hp bonus. Added an extra 2 bullets to each shot, added movement speed penalty when equipped (its heavy afterall) // V5.3.5 Herewegoagain, another balance change, should reduce the fps hit as well when multiple heavies are using it, keeps similar/same constant firing time and ttk //------------------------------------- //------------------------------------- "7058" { "name" "TF_WEAPON_LEVIATHAN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Leviathan" "item_type_name" "Repurposed Aircraft Cannon" "item_description" " Heavy found crashed jet Gun still good Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "leviathan" "item_iconname" "leviathan" "image_inventory" "backpack/weapons/c_models/c_leviathan" "model_world" "models/weapons/custom/c_models/c_leviathan.mdl" "model_player" "models/weapons/custom/c_models/c_leviathan.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "no damage falloff over distance" "1" } "attributes" { "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.40" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.20" } // "fire rate bonus" // { // "attribute_class" "mult_postfiredelay" // "value" "0.30" // } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } // "damage penalty" // { // "attribute_class" "mult_dmg" // "value" "0.40" // } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.75" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "2.25" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.4" } "no primary ammo from dispensers while active" { "attribute_class" "mult_player_aiming_movespeed" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_empty" "Weapon_Leviathan.ClipEmpty" "sound_double_shot" "Weapon_Leviathan.Fire" "sound_burst" "Weapon_Leviathan.FireCrit" "sound_special1" "Weapon_Leviathan.WindUp" "sound_special2" "Weapon_Leviathan.WindDown" "sound_special3" "Weapon_Leviathan.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Scout shotgun secondary // V5.3.4 New weapon, moved from primary to secondary // V5.3.7 Moved back to primary //------------------------------------- //------------------------------------- "7059" { "name" "TF_WEAPON_SCOUT_SHOTGUN" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_pyro" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "#TF_Weapon_Shotgun" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Its a shotgun, everyone can use it." "item_logname" "multiclass_shotgun" "image_inventory" "backpack/weapons/w_models/w_shotgun" "model_world" "models/weapons/w_models/w_shotgun_medic.mdl" "model_player" "models/weapons/v_models/v_shotgun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" } "visuals" { "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Molotov // V5.3.4 New weapon // V5.3.4r1 Halved initial damage, dropped afterburn damage by half // V5.3.7 New model //------------------------------------- //------------------------------------- "7060" { "name" "TF_WEAPON_MOLOTOV" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Molotov" "item_type_name" "Improvised Grenade" "item_description" " When thrown, produces an explosion of fire that ignites enemies on contact Model by: 'Sky' 'Square' Weapon by: 'Reagy'" "item_logname" "molotov" "item_iconname" "molotov" "image_inventory" "backpack/weapons/w_models/w_molotov_new" "model_world" "models/weapons/custom/w_models/w_molotov_new.mdl" "model_player" "models/weapons/custom/v_models/v_molotov_new.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/pyro_firemans_essentials_backpack.mdl" "used_by_classes" { "pyro" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "0.15" "allowed in medieval mode" "1" } "attributes" { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.15" } "weapon burn dmg increased" { "attribute_class" "mult_wpn_burndmg" "value" "2.5" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_molotov_new.mdl" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.75" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "0.85" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.4" } } "visuals" { "sound_single_shot" "Weapon_Jarate.Single" "sound_burst" "Weapon_Jarate.Single" "sound_special1" "Weapon_DragonsFury.BonusDamage" "sound_special2" "Weapon_DragonsFury.BonusDamage" "sound_special3" "Weapon_Jarate.Single" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //------------------------------------- //------------------------------------- // Sticket Launcher // V5.3.4 New weapon //------------------------------------- //------------------------------------- "7061" { "name" "TF_WEAPON_STICKETLAUNCHER" // "prefab" "weapon_shotgun" "item_class" "tf_weapon_pipebomblauncher" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "primary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_logname" "sticket_launcher" "item_iconname" "sticket_launcher" "item_type_name" "#TF_Weapon_Rocketlauncher" "item_name" "Sticket Launcher" "item_description" " Me best friend made me this! Model by: 'Zeraph!' Weapon by: 'Reagy'" "image_inventory" "backpack/weapons/c_models/c_sticklauncher" "model_world" "models/weapons/custom/c_models/c_sticklauncher.mdl" "model_player" "models/weapons/custom/c_models/c_sticklauncher.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt07" } "attributes" { "stickybomb charge rate" { "attribute_class" "stickybomb_charge_rate" "value" "0.1" } // "proximity mines" // { // "attribute_class" "mod_sticky_is_proxy" // "value" "1" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.6" } "max pipebombs decreased" { "attribute_class" "add_max_pipebombs" "value" "-6" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_spudrocket.mdl" } } "visuals" { "sound_single_shot" "Weapon_Law_Launcher.Shoot" "sound_burst" "Weapon_Law_Launcher.ShootCrit" "sound_special1" "Weapon_Law_Launcher.Explode" "sound_special2" "Weapon_Law_Launcher.Explode" } } //------------------------------------- //------------------------------------- // Combat Crossbow // V5.3.4 New weapon // V5.3.5 Fixed marked for death bleeding to other weapons //------------------------------------- //------------------------------------- "7062" { "name" "TF_WEAPON_SCROSSBOW_FAST" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Combat Crossbow" "item_type_name" "Automatic Crossbow" "item_description" " Where'd I get you that time? The liver? The kidney? I'm losing track Model by: 'OverPovered' 'aceman11100' Weapon by: 'Reagy'" "item_logname" "rflxbow_fast" "item_iconname" "rflxbow_fast" "image_inventory" "backpack/weapons/c_models/c_crossbow_sniper" "model_world" "models/weapons/custom/c_models/c_crossbow_sniper.mdl" "model_player" "models/weapons/custom/c_models/c_crossbow_sniper.mdl" "attach_to_hands" "1" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" "centerfire projectile" "1" "override projectile type" "29" "no damage falloff over distance" "1" "allowed in medieval mode" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.30" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.5" } "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 5" } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "6.0" } } "visuals" { "player_bodygroups" { "arrows" "1" } "sound_single_shot" "Weapon_CompoundBow.Single" "sound_burst" "Weapon_CompoundBow.SingleCrit" "sound_reload" "Weapon_CompoundBow.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // HL1 Spas12 // V5.3.5 New weapon, all class // v5.3.6 Adjusted damage profiles, playtesting found to be far weaker than stock shotgun at most played ranges, bot testing only goes so far yet again... //------------------------------------- //------------------------------------- "7063" { "name" "TF_WEAPON_SPAS12_SOLDIER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_soldier" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_soldier" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_spas_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7064" { "name" "TF_WEAPON_SPAS12_PYRO" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_pyro" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_pyro" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7065" { "name" "TF_WEAPON_SPAS12_HEAVY" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_hwg" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_heavy" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_spas_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7066" { "name" "TF_WEAPON_SPAS12_ENGINEER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_engineer" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_spas_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.95" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.7 Moved back to primary "7067" { "name" "TF_WEAPON_SPAS12_SCOUT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_pyro" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_scout" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_scout.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7068" { "name" "TF_WEAPON_SPAS12_DEMO" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_demo" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_demo.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // 5.3.6 Added the tie... "7069" { "name" "TF_WEAPON_SPAS12_MEDIC" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_medic" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_medic.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "extra_wearable" "models/player/items/custom/medic/the_tie.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.75" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7080" { "name" "TF_WEAPON_SPAS12_SNIPER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_pyro" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_sniper" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_sniper.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7081" { "name" "TF_WEAPON_SPAS12_SPY" "prefab" "weapon_revolver" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_spy" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_spy.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.85" "fire rate bonus hidden" "0.9" } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_STAND_PRIMARY" "ACT_MP_STAND_SECONDARY" "ACT_MP_RUN_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCHWALK_PRIMARY" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_CROUCH_PRIMARY" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_Primary" "ACT_MP_SWIM_SECONDARY" "ACT_MP_AIRWALK_PRIMARY" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_JUMP_START_PRIMARY" "ACT_MP_JUMP_START_secondary" "ACT_MP_JUMP_FLOAT_primary" "ACT_MP_JUMP_FLOAT_secondary" "ACT_MP_JUMP_LAND_PRIMARY" "ACT_MP_JUMP_LAND_secondary" } "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7082" { "name" "TF_WEAPON_SPAS12_CIV" "prefab" "weapon_umbrella" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "melee" "item_quality" "rarity2" "propername" "0" "item_name" "SPAS-12" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Civilian cannot handle firearms effectively Found this in the Office Complex Not sure how it ended up there... Model by: 'Sparkwire' 'Svdl' Weapon by: 'Reagy'" "item_logname" "spas_civ" "item_iconname" "spas" "image_inventory" "backpack/weapons/w_models/w_spas" "model_world" "models/weapons/custom/w_models/w_spas_civ.mdl" "model_player" "models/weapons/custom/v_models/v_spas_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" "clip size penalty hidden" "1.4" "damage bonus hidden" "0.75" "fire rate penalty" "1.2" "Reload time increased" "1.1" } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" } "sound_single_shot" "Weapon_Spas.Single" "sound_burst" "Weapon_Spas.SingleCrit" "reload" "Weapon_Spas.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Express Coffee // V5.3.5 New weapon, multiclass //------------------------------------- //------------------------------------- "7083" { "name" "TF_WEAPON_COFFEE" "item_class" "tf_weapon_lunchbox" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_name" "Express Coffee" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Drink to gain up to 120 health. Who ate all the donuts? Model by: 'ZombiePlasticClock' 'NassimO' Item by: 'Reagy'" "image_inventory" "backpack/weapons/w_models/w_caffeine" "model_world" "models/weapons/custom/c_models/c_caffeine.mdl" "model_player" "models/weapons/custom/v_models/v_caffeine.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" "demoman" "1" "engineer" "1" "medic" "1" "sniper" "1" } "static_attrs" { "item_meter_charge_type" "1" "item_meter_charge_rate" "20" "meter_label" "#TF_EnergyDrink" "min_viewmodel_offset" "0 0 -5" "allowed in medieval mode" "1" } "attributes" { "heal on hit for slowfire" { "attribute_class" "strange_restriction_type_1" "value" "120" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_caffeine.mdl" } } "mouse_pressed_sound" "#ui/item_cardboard_pickup.wav" "drop_sound" "#ui/item_cardboard_drop.wav" } //------------------------------------- //------------------------------------- // Tau Cannon // V5.3.5 New weapon //------------------------------------- //------------------------------------- "7084" { "name" "TF_WEAPON_TAUCANNON" // "prefab" "weapon_rocketlauncher" "item_class" "tf_weapon_coilgun" "item_name" "Gauss Gun" "item_type_name" "XVL1456 Experimental Particle Accelerator" "item_quality" "rarity2" "item_slot" "secondary" "anim_slot" "primary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "baseitem" "1" "show_in_armory" "1" "item_logname" "taucannon_soldier" "item_iconname" "taucannon" "item_description" "Caution: Do not overcharge! Put that down, it's a prototype! Model by: 'Choev' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_taucannon" "model_world" "models/weapons/custom/c_models/c_taucannon.mdl" "model_player" "models/weapons/custom/c_models/c_taucannon.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt07" "mod max primary clip override" "-1" "damage bonus hidden" "1.2" "hidden secondary max ammo bonus" "0.05" "ragdolls become ash" "1" "min_viewmodel_offset" "10 0 -6" } "attributes" { "energy weapon no ammo" { "attribute_class" "mod_ammo_per_shot" "value" "-1" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.80" } "self dmg push force increased" { "attribute_class" "mult_dmgself_push_force" "value" "2.0" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.5" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "2.0" } } "visuals" { "sound_single_shot" "Weapon_Tau.Single" "sound_double_shot" "Weapon_Tau.Double" "sound_special1" "Weapon_Tau.Charged" "sound_special2" "Weapon_Tau.Discharge" "sound_empty" "Weapon_Pistol.ClipEmpty" "sound_burst" "Weapon_Tau.Double" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // BooM Sheild // V5.3.5 New wearable // V5.3.7 Reduced health bonus but granted small resistance boost //------------------------------------- //------------------------------------- "7085" { "name" "TF_WEARABLE_DEMO_SHEILD" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "equip_region" "shirt" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Hell Barrier" "item_type_name" "Energy Shield" "item_description" "15% damage resistance on wearer You are unable to use a Secondary Weapon while this item is equipped Model by: 'Choev' Wearable by: 'Reagy'" "image_inventory" "backpack/player/items/demoman/argent_shield" "model_player" "models/player/items/custom/demoman/argent_shield.mdl" "extra_wearable" "models/player/items/custom/demoman/argent_shield.mdl" "used_by_classes" { "demoman" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt02" "armor footsteps" "1" } "attributes" { "damage bonus hidden" { "attribute_class" "mult_dmgtaken" "value" "0.85" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "75" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //------------------------------------- //------------------------------------- // BooM Axe & Long Sword // V5.3.5 New weapons // V5.3.6 Dropped ranges //------------------------------------- //------------------------------------- "7086" { "name" "TF_WEAPON_MARUADER_AXE" "prefab" "weapon_bottle" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Marauder's Axe" "item_type_name" "Demonic Axe" "item_description" "This weapon has an extended range My eyes have been opened. Let me help you to see, Slayer. Model by: 'Choev' Weapon by: 'Reagy'" "item_logname" "crucible_axe" "item_iconname" "crucible_axe" "image_inventory" "backpack/weapons/w_models/w_crucible_axe" "model_world" "models/weapons/custom/c_models/c_crucible_axe.mdl" "model_player" "models/weapons/custom/v_models/v_crucible_axe.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/custom/demoman/demo_marauder.mdl" "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" "decapitate type" "1" "melee range multiplier" "1.75" "melee bounds multiplier" "1.75" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.10" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "25" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.20" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.10" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.10" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_Sword.HitHeads" "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "7087" { "name" "TF_WEAPON_CRUCIBLE_SOLDIER" "prefab" "weapon_shovel" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Crucible Long Sword" "item_type_name" "Demonic Sword" "item_description" "This weapon has an extended range We will send unto them... only you. Rip and tear, until it is done! Model by: 'Choev' Weapon by: 'Reagy'" "item_logname" "crucible_sword" "item_iconname" "crucible_sword" "image_inventory" "backpack/weapons/w_models/w_crucible_longsword" "model_world" "models/weapons/custom/c_models/c_crucible_longsword.mdl" "model_player" "models/weapons/custom/v_models/v_crucible_longsword.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/custom/soldier/doomguy.mdl" "used_by_classes" { "soldier" "1" } "static_attrs" { "is_a_sword" "72" "decapitate type" "1" "melee range multiplier" "1.5" "melee bounds multiplier" "1.5" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "deploy time decreased" { "attribute_class" "mult_deploy_time" "value" "0.5" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "15" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.5" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "15" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "health drain" { "attribute_class" "add_health_regen" "value" "-5" } } "visuals" { "player_bodygroups" { "hat" "1" } "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_Sword.HitHeads" "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------------------- //------------------------------------- // Classic Medkit // V5.3.5 New utility // V5.3.6 No longer clashes with other grenade1 ammo type items, added medkit item to playermodel, reduced charge time //------------------------------------- //------------------------------------- "7088" { "name" "TF_WEAPON_MEDKIT" "tags" { "can_deal_damage" "0" } "item_class" "tf_weapon_taser" "item_slot" "melee" "show_in_armory" "1" "item_quality" "rarity2" "propername" "0" "item_name" "Medical Kit" "item_type_name" "Medkit" "item_description" "Heals teammates for 100% HP Provides 50% overheal if already at full health You cannot attack with this item EXCUSE ME! I'M IN NEED OF MEDICAL ATTENTION! Model from: Open Fortress Cosmetic by: 'FiveEyes' 'Stev the Recalcitrant Epizeuxis' 'Sims_doc' Weapon by: 'Reagy'" "item_logname" "medkit" "item_iconname" "medkit" "image_inventory" "backpack/weapons/w_models/w_classic_medkit" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_classic_medkit.mdl" "model_player" "models/weapons/custom/v_models/v_classic_medkit_new.mdl" "extra_wearable" "models/player/items/custom/medic/medical_emergency.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -6" "effect bar recharge rate increased" "0.15" } "attributes" { "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "2" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "2" } "crit mod disabled hidden" { "attribute_class" "mult_crit_chance" "value" "0" } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "0" } "strange restriction type 1" { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } } "visuals" { "sound_melee_miss" "BaseCombatCharacter.StopWeaponSounds" "sound_melee_hit" "HealthKit.Touch" "sound_melee_hit_world" "WallHealth.Recharge" "sound_burst" "HealthKit.Touch" "sound_taunt" "Taunt.MedicViolinUber" } "mouse_pressed_sound" "#items/smallmedkit1.wav" "drop_sound" "#ui/item_taser_drop.wav" } //------------------------------------- //------------------------------------- // HL Magnum // V5.3.5 New weapon //------------------------------------- //------------------------------------- "7089" { "name" "TF_WEAPON_357MAGNUM" "prefab" "weapon_revolver" "show_in_armory" "1" "item_quality" "rarity2" "propername" "0" "item_name" "Magnum" "item_type_name" ".357 Cal Revolver" "item_description" " [ .357 calibre handgun, acquired ] Ported by: 'ficool2' Weapon by: 'Reagy'" "item_logname" "magnum_spy" "item_iconname" "magnum_hl" "image_inventory" "backpack/weapons/w_models/w_hl2_revolver" "model_world" "models/weapons/custom/w_models/w_hl2_revolver.mdl" "model_player" "models/weapons/custom/v_models/v_hl2_revolver.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { // "clip size penalty hidden" "1.2" // "hidden secondary max ammo penalty" "1.2" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.75" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.35" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.4" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.75" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_HLRevolver.Single" "sound_burst" "Weapon_HLRevolver.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } // V5.3.6 Now on engineer too "7090" { "name" "TF_WEAPON_357MAGNUM_ENGINEER" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity2" "propername" "0" "item_name" "Magnum" "item_type_name" ".357 Cal Revolver" "item_description" " [ .357 calibre handgun, acquired ] Ported by: 'ficool2' Weapon by: 'Reagy'" "item_logname" "magnum_engineer" "item_iconname" "magnum_hl" "image_inventory" "backpack/weapons/w_models/w_hl2_revolver" "model_world" "models/weapons/custom/w_models/w_hl2_revolver_engineer.mdl" "model_player" "models/weapons/custom/v_models/v_hl2_revolver.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "hidden secondary max ammo penalty" "0.18" "clip size penalty hidden" "0.5" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "3.75" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.35" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.75" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "5.5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_HLRevolver.Single" "sound_burst" "Weapon_HLRevolver.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Cursed L85 // V5.3.6 New weapon //------------------------------------- //------------------------------------- "7091" { "name" "TF_WEAPON_L85" "prefab" "weapon_smg" "item_class" "tf_weapon_smg" "propername" "1" "show_in_armory" "1" "item_quality" "rarity2" "item_logname" "l85" "item_iconname" "l85" "item_name" "Trouble" "item_type_name" "Hooty Tooty Combat Shooty" "item_description" " Something something for queen and country? Abomination by: 'Reagy' Seriously the fuck is this? Weapon by: 'Reagy'" "item_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_l85" "model_world" "models/weapons/custom/w_models/w_l85.mdl" "model_player" "models/weapons/custom/v_models/v_l85.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "secondary" } "static_attrs" { "min_viewmodel_offset" "10 0 -6" "hidden secondary max ammo penalty" "0.8" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "dmg pierces resists absorbs" { "attribute_class" "mod_pierce_resists_absorbs" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.20" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.95" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.5" } } "visuals" { "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" } } //------------------------------------- //------------------------------------- // Medical Protection // V5.3.6 New wearable // V5.3.7 Dropped health bonus to 35hp, removed Ubercharge duration bonus and movement speed bonus //------------------------------------- //------------------------------------- "7092" { "name" "TF_WEARABLE_BVEST_MEDIC" "prefab" "weapon_medigun" "item_class" "tf_weapon_medigun" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Medical Protection" "item_type_name" "Ballistic Vest" "item_description" " Just a little bit of extra protection... Model by: 'Jukebox' 'Juodas Varnas' 'Sync' Wearable by: 'Reagy'" "item_logname" "bvest_medic" "item_iconname" "what" "image_inventory" "backpack/workshop/player/items/medic/tactivest/tactivest" "extra_wearable" "models/player/items/custom/medic/medic_vest.mdl" "model_world" "models/weapons/c_models/c_medigun/c_medigun.mdl" "model_player" "models/weapons/v_models/v_medigun_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "35" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "2" } "heal rate penalty" { "attribute_class" "mult_medigun_healrate" "value" "0.15" } "ubercharge rate penalty" { "attribute_class" "mult_medigun_uberchargerate" "value" "0.5" } "ubercharge overheal rate penalty" { "attribute_class" "mult_medigun_overheal_uberchargerate" "value" "0.5" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "visuals" { "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } } //------------------------ //------------------------ //--SUPER ACCURATE BRRT GUN - 9072--- //------------------------ //------------------------ "7093" { "name" "TF_WEAPON_GRAPHITE_STAPLER" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Engraving Ripsaw" "item_type_name" "Precision Rotary Weapon" "item_description" " Death by a thousand stinging lead bees. Model by: 'goldenjohnson' Weapon by: 'The One Of Wonders'" "item_logname" "graphite_stapler" "item_iconname" "graphite_stapler" "image_inventory" "backpack/weapons/c_models/c_iron_curtain/c_steaminigun" "model_world" "models/weapons/custom/c_models/c_steaminigun.mdl" "model_player" "models/weapons/custom/c_models/c_steaminigun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "4" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.12" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.56" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.33" } "no primary ammo from dispensers while active" { "attribute_class" "mult_player_aiming_movespeed" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_empty" "Weapon_Graphite_Shredder.ClipEmpty" "sound_double_shot" "Weapon_Graphite_Shredder.Fire" "sound_burst" "Weapon_Graphite_Shredder.FireCrit" "sound_special1" "Weapon_Graphite_Shredder.WindUp" "sound_special2" "Weapon_Graphite_Shredder.WindDown" "sound_special3" "Weapon_Graphite_Shredder.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--TOXIC MINIGUN- 9073--- //------------------------ //------------------------ "7094" { "name" "TF_WEAPON_NOX_GUN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Wastelander" "item_type_name" "Minigun" "item_description" " The smell is as awful as the burns...! Model by: 'Hotrod McCoolguy' 'Drew' 'Nuts ft. 6ix9ine' 'Jukebox' Weapon by: 'The One Of Wonders'" "item_logname" "noxious_machinegun" "item_iconname" "noxious_machinegun" "image_inventory" "backpack/weapons/c_models/c_tomislav/c_oilerminigun" "model_world" "models/weapons/custom/c_models/c_oilerminigun.mdl" "model_player" "models/weapons/custom/c_models/c_oilerminigun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.1" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.2" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "1.2" } "health drain" { "attribute_class" "add_health_regen" "value" "-5" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.75" } } "visuals" { "sound_double_shot" "Weapon_Elephant_Foot.Fire" "sound_burst" "Weapon_Elephant_Foot.FireCrit" "sound_special1" "Weapon_Null" "sound_special2" "Weapon_Null" "sound_special3" "Weapon_Null" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------ //------------------ //--RIVET GUN - 9074-- //------------------ //------------------ "7095" { "name" "TF_WEAPON_RIVET_GUN" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Hann-D Rivet Gun" "item_type_name" "#TF_Weapon_Nailgun" "item_description" "This weapon fires 6 powerful rivet nails before reloading These aren't only good at putting stuff together, y'know. Model by: ??? Weapon by: 'The One Of Wonders'" "item_logname" "rivet_gun" "item_iconname" "rivet_gun" "image_inventory" "backpack/weapons/c_models/c_pistol_c_weldgun" "model_world" "models/weapons/c_models/c_pistol_weldgun/c_pistol_c_weldgun.mdl" "model_player" "models/weapons/c_models/c_pistol_weldgun/c_pistol_c_weldgun.mdl" "attach_to_hands" "1" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "29" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "2.5" } "voice pitch scale" { "attribute_class" "mult_postfiredelay" "value" "3.35" } "voice pitch scale" { "attribute_class" "mult_clipsize" "value" "0.5" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.33" } "building cost reduction" { "attribute_class" "building_cost_reduction" "value" "0.75" } "engineer sentry build rate multiplier" { "attribute_class" "sentry_build_rate_multiplier" "value" "1.33" } "engineer teleporter build rate multiplier" { "attribute_class" "teleporter_build_rate_multiplier" "value" "1.5" } "Projectile speed increased hidden" { "attribute_class" "mult_projectile_speed" "value" "2" } "mod use metal ammo type" { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_STENGun.Single" "sound_burst" "Weapon_STENGun.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- //--QUICKDRAW CLOAK REVOLVER - 9075 //-------------------------- //-------------------------- "7096" { "name" "TF_WEAPON_QUICKDRAW" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity2" "item_logname" "quickdraw_spy" "item_iconname" "quickdraw_spy" "item_type_name" "Revolver" "item_name" "Quick-draw" "item_description" "Weapon significantly reduces cloak/de-cloak times while active For when you need to get out of a pinch fast, any way necessary. Model by: 'umklaidet' Weapon by: 'The One Of Wonders'" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_quickdraw" "model_world" "models/weapons/c_models/c_quickdraw/c_quickdraw_spy.mdl" "model_player" "models/weapons/c_models/c_quickdraw/c_quickdraw_spy.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.4" } "voice pitch scale" { "attribute_class" "mult_cloak_rate" "value" "-0.8" } "mult decloak rate" { "attribute_class" "mult_decloak_rate" "value" "0.4" } "cloak regen rate increased" { "attribute_class" "mult_cloak_meter_regen_rate" "value" "1.35" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.35" } "cloak consume rate increased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "1.5" } } "visuals" { "sound_single_shot" "Weapon_Jury.Single" "sound_burst" "Weapon_Jury.SingleCrit" } } //---------------------- //---------------------- //--SACRIFICE KNIFE - 9076-- //---------------------- //---------------------- "7097" { "name" "TF_WEAPON_SACRIFICE_KNIFE" "prefab" "weapon_knife" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Cutting Devotion" "item_type_name" "Rapier" "item_description" "This weapon has increased range and slower deploy time Sometimes you question your motivations, but the rewards are worth it. Model by: 'spike nitros' Weapon by: 'The One Of Wonders'" "item_logname" "sacrifice_blade" "item_iconname" "sacrifice_blade" "image_inventory" "backpack/weapons/c_models/c_rapier" "model_world" "models/workshop/weapons/c_models/c_rapier/c_rapier.mdl" "model_player" "models/workshop/weapons/c_models/c_rapier/c_rapier.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "3" } "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "100" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "1.5" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "1.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "voice pitch scale" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.37" } "sapper health penalty" { "attribute_class" "mult_sapper_health" "value" "0.5" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------- //---------------------- //--SERIOUS KNIFE - 9077-- // v5.3.7 Changed model over until can be bothered to fix positioning //---------------------- //---------------------- "7098" { "name" "TF_WEAPON_BAYONET_KNIFE" "prefab" "weapon_knife" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Proof of Authority" "item_type_name" "#TF_Weapon_Knife" "item_description" " Fighting is tough business, sometimes you just feel extra stabby. Model by: '[N-Cognito]' Weapon by: 'The One Of Wonders'" "item_logname" "wonderland_knife" "item_iconname" "wonderland_knife" "image_inventory" "backpack/mannslaughter/mannslaughter.vtf" "model_world" "models/weapons/c_models/c_mannslaughter/w_mannslaughter.mdl" "model_player" "models/weapons/c_models/c_mannslaughter/v_model/v_mannslaughter.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.33" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "1.2" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "1.2" } "cloak consume rate decreased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "0.8" } "health regen" { "attribute_class" "add_health_regen" "value" "3" } "cloak regen rate decreased" { "attribute_class" "mult_cloak_meter_regen_rate" "value" "0.3" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--BIG FUCKING DRILL - 9078--- //--V5.3.7 Decreased health on hit and increased spin-up time //------------------------ //------------------------ "7099" { "name" "TF_WEAPON_HEAVY_DRILL" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Merc-Drilling Machine" "item_type_name" "Big drill" "item_description" "This weapon has limited range Cowards better start running, or else! Model by: 'FiveEyes' Weapon by: 'The One Of Wonders'" "item_logname" "drill_heavy" "item_iconname" "drill_heavy" "image_inventory" "backpack/weapons/c_models/c_bigdrill" "model_world" "models/weapons/c_models/c_drill/c_drill_heavy.mdl" "model_player" "models/weapons/c_models/c_drill/c_drill_heavy.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" } "voice pitch scale" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "voice pitch scale" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "0.25" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "5" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.9" } "minigun spindown time increased" { "attribute_class" "mult_minigun_spindown_time" "value" "1.9" } "voice pitch scale" { "attribute_class" "mult_spread_scale" "value" "3" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.0175" } "voice pitch scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "5" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "visuals" { "sound_double_shot" "Weapon_Heavy_Drill.Fire" "sound_burst" "Weapon_Heavy_Drill.FireCrit" "sound_special1" "Weapon_Graphite_Shredder.WindUp" "sound_special2" "Weapon_Graphite_Shredder.WindDown" "sound_special3" "Weapon_Graphite_Shredder.Spin" "tracer_effect" "bullet_pistol_tracer01" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--GOODBYE EARS - 9079--- //------------------------ //------------------------ "7100" { "name" "TF_WEAPON_BASS_CANNON" "prefab" "weapon_aagun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Un-hearing Aid" "item_type_name" "Bass cannon" "item_description" "This weapon has limited range If you actually hear this, it wasn't pointed at you. Model by: 'Boomsta' Weapon by: 'The One Of Wonders'" "item_logname" "bass_cannon" "item_iconname" "bass_cannon" "image_inventory" "backpack/weapons/w_models/w_bassbooster" "model_world" "models/weapons/c_models/c_bassbooster/c_bassbooster.mdl" "model_player" "models/weapons/c_models/c_bassbooster/c_bassbooster.mdl" "extra_wearable" "models/player/items/custom/heavy/tracksuit.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "voice pitch scale" { "attribute_class" "mult_maxammo_primary" "value" "0.25" } "voice pitch scale" { "attribute_class" "mult_postfiredelay" "value" "5" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "1.25" } "voice pitch scale" { "attribute_class" "mult_spread_scale" "value" "5" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.05" } "voice pitch scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.9" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0.25" } "voice pitch scale" { "attribute_class" "mult_explosion_radius" "value" "0.67" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_BASS_Cannon.Fire" "sound_double_shot" "Weapon_BASS_Cannon.Fire" "sound_burst" "Weapon_BASS_Cannon.FireCrit" "sound_special1" "null" "sound_special2" "null" "sound_special3" "null" "tracer_effect" "bullet_pistol_tracer01" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // FAL TEST - 7101 --- // v5.3.6 New weapon for Soldier, Sniper and Medic // V5.3.7 Updated damages for Sniper (15% Penalty) and Medic (10% Bonus) //-------------------------- //-------------------------- "7101" { "name" "TF_WEAPON_FAL_SOLDIER" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "fal_soldier" "item_iconname" "fal" "item_type_name" "Battle Rifle" "item_name" "Right Arm Of the Free World" "item_description" " Go play your pinko chess game with the Devil, Commie! Model by: 'Nanodesu64' 'lolripk' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_fal" "model_world" "models/weapons/custom/w_models/w_fal.mdl" "model_player" "models/weapons/custom/v_models/v_fal.mdl" "extra_wearable" "models/player/items/custom/soldier/going_commando.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "override projectile type" "1" "hidden primary max ammo bonus" "0.96" "class select override vcd" "taunt02_v2" "min_viewmodel_offset" "5 0 -10" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.85" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.80" } } "visuals" { "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } "7102" { "name" "TF_WEAPON_FAL_SNIPER" "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_hunterrifle" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "fal_sniper" "item_iconname" "fal" "item_type_name" "Battle Rifle" "item_name" "Right Arm Of the Free World" "item_description" " Go play your pinko chess game with the Devil, Commie! Model by: 'Nanodesu64' 'lolripk' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_fal" "model_world" "models/weapons/custom/w_models/w_fal.mdl" "model_player" "models/weapons/custom/v_models/v_fal.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "primary" } "static_attrs" { "class select override vcd" "taunt01_v2" "min_viewmodel_offset" "5 0 -10" "hidden primary max ammo bonus" "1.667" "clip size penalty hidden" "3.25" } "attributes" { "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "2" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } "sniper no charge" { "attribute_class" "unimplemented_mod_sniper_no_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } } "visuals" { "animation_replacement" { "ACT_MP_STAND_SECONDARY" "ACT_MP_STAND_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_RUN_PRIMARY" } "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } "7103" { "name" "TF_WEAPON_FAL_MEDIC" "prefab" "weapon_syringegun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "fal_medic" "item_iconname" "fal" "item_type_name" "Battle Rifle" "item_name" "Right Arm Of the Free World" "item_description" " Go play your pinko chess game with the Devil, Commie! Model by: 'Nanodesu64' 'lolripk' Weapon by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_fal" "model_world" "models/weapons/custom/w_models/w_fal.mdl" "model_player" "models/weapons/custom/v_models/v_fal.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "primary" } "static_attrs" { "override projectile type" "1" "min_viewmodel_offset" "5 0 -10" } "attributes" { "add uber charge on hit" { "attribute_class" "add_onhit_ubercharge" "value" "0.01" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.10" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.3" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--Jolly Rancher - 7103-- //--------------------------- //--------------------------- "7104" { "name" "TF_WEAPON_JOLLYRANCHER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity2" "propername" "1" "item_name" "Jolly Rancher" "item_type_name" "Lever Action Rifle" "item_description" "100% critical hit vs overhealed players This weapon has no damage falloff Son, this gun that won the west.. Model hack by: 'Reagy' It's terrible, we need to replace this... Weapon by: 'Reagy'" "item_logname" "jollyrancher" "item_iconname" "jollyrancher" "image_inventory" "backpack/weapons/w_models/w_leverrifle_engineer" "model_world" "models/weapons/custom/w_models/w_leverrifle_engineer.mdl" "model_player" "models/weapons/custom/v_models/v_leverrifle_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "provide on active" // Apparently the no damage falloff attribute spreads to other weapons { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "crit vs wet players hidden" { "attribute_class" "or_crit_vs_playercond" "value" "262144" } "damage bonus" { "attribute_class" "mult_dmg" "value" "10.0" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.35" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.35" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } } "visuals" { "sound_single_shot" "Weapon_LeverRifle.Single" "sound_burst" "Weapon_LeverRifle.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Cop Sheild // V5.3.7 New wearable //------------------------------------- //------------------------------------- "7105" { "name" "TF_WEARABLE_DEMOCOP_SHEILD" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "secondary" "item_quality" "rarity2" "equip_region" "shirt" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Assault and Battering" "item_type_name" "Riot Sheild" "item_description" " You are unable to use a Secondary Weapon while this item is equipped Model by: 'Elbagast' Weapon by: 'Reagy'" "image_inventory" "backpack/weapons/c_models/c_democop_shield" "model_player" "models/player/items/custom/demo/democop_shield.mdl" "extra_wearable" "models/player/items/custom/demo/democop_shield.mdl" "used_by_classes" { "demoman" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt02" } "attributes" { "damage force reduction" { "attribute_class" "damage_force_reduction" "value" "0.25" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "150" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //------------------------------------- //------------------------------------- // Cop Stick // V5.3.7 New weapon //------------------------------------- //------------------------------------- "7106" { "name" "TF_WEAPON_DEMOCOP_STICK" "prefab" "weapon_bottle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity2" "item_name" "Bobby's Batton" "item_type_name" "Blunt Trauma Device" "item_description" "Equalize: Enemies hit by this weapon are stripped to melee for 5 seconds Oi oi oi what's all this then? Model by: 'Elbagast' Weapon by: 'Reagy'" "item_logname" "democop_melee" "item_iconname" "democop_melee" "image_inventory" "backpack/weapons/w_models/w_democop_stick" "model_world" "models/weapons/custom/c_models/c_democop_stick.mdl" "model_player" "models/weapons/custom/c_models/c_democop_stick.mdl" "extra_wearable" "models/player/items/custom/demo/democop.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "2" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.0" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "41 5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.70" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" "sound_single_shot" "Weapon_Bottle.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar_HL1.HitWorld" "sound_double_shot" "Weapon_Bottle.HitFlesh" "sound_double_shot_npc" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--NEST BREAKER GL - 7107-- //------------------------- //------------------------- "7107" { "name" "TF_WEAPON_BUILDING_BREAKER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Trench Breaker" "item_type_name" "Grenade Launcher" "item_description" " Just you try and bloody set up your toy factory now! Model by: 'cobalt' Weapon by: 'The One Of Wonders'" "item_logname" "building_grenadelauncher" "item_iconname" "building_grenadelauncher" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchlauncher/c_trenchlauncher" "model_world" "models/workshop/weapons/c_models/c_trenchlauncher/c_trenchlauncher.mdl" "model_player" "models/workshop/weapons/c_models/c_trenchlauncher/c_trenchlauncher.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "6" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.4" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_TrenchLauncher.Fire" "sound_burst" "Weapon_TrenchLauncher.FireCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--FIGHT MAKER STICKY - 7108-- //------------------------- //------------------------- "7108" { "name" "TF_WEAPON_FIGHTMAKER" "prefab" "weapon_pistol" "show_in_armory" "1" "anim_slot" "primary" "item_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Combat Control" "item_type_name" "Heavy Gun" "item_description" "This weapon fires massive slugs with knockback Keep yer distance so I can shoot you properly! Model by: 'cobalt' Weapon by: 'The One Of Wonders'" "item_logname" "fightmaker_demoman" "item_iconname" "fightmaker_demoman" "image_inventory" "backpack/weapons/w_models/w_flechettegun" "model_world" "models/weapons/w_models/w_tommysticky.mdl" "model_player" "models/weapons/v_models/v_tommysticky_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "50" } "voice pitch scale" { "attribute_class" "mult_spread_scale" "value" "0.04" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "0.04" } "apply look velocity on damage" { "attribute_class" "apply_look_velocity_on_damage" "value" "600" } "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } "voice pitch scale" { "attribute_class" "mult_postfiredelay" "value" "4" } "voice pitch scale" { "attribute_class" "mult_maxammo_secondary" "value" "0.08" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_DemoRiotGun.Fire" "sound_burst" "Weapon_DemoRiotGun.FireCrit" "muzzle_flash" "muzzle_grenadelauncher" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--ANTI-TANK LAUNCHER - 7109-- //----------------------------------- //----------------------------------- "7109" { "name" "TF_WEAPON_BIGGERSTICK" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Bigger Stick" "item_type_name" "Anti-Tank Cannon" "item_description" "This weapon fires anti-tank shells that crits overhealed players No amount of scrap metal will save you from this! Model by: 'grampa' soldier' Weapon by: 'The One Of Wonders'" "item_logname" "bigger_stick" "item_iconname" "bigger_stick" "image_inventory" "backpack/weapons/c_models/c_biggerstick" "model_world" "models/weapons/c_models/c_bigger_stick/c_bigger_stick.mdl" "model_player" "models/weapons/c_models/c_bigger_stick/c_bigger_stick.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt07" } "attributes" { "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.5" } "crit vs wet players hidden" { "attribute_class" "or_crit_vs_playercond" "value" "262144" // TF_COND_HEALTH_OVERHEALED } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.05" } "voice pitch scale" { "attribute_class" "mult_projectile_speed" "value" "2" } "voice pitch scale" { "attribute_class" "mult_maxammo_primary" "value" "0.3" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "1.15" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_biggerstick_shell.mdl" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_BiggerStick.Fire" "sound_burst" "Weapon_BiggerStick.FireCrit" } } //------------------------- //------------------------- //--DEMACHINE GUN - 7110-- //------------------------- //------------------------- "7110" { "name" "TF_WEAPON_DEMO_MACHINEGUN" "prefab" "weapon_stickybomb_launcher" "item_class" "tf_weapon_smg" "show_in_armory" "1" "anim_slot" "primary" "item_slot" "secondary" "item_quality" "rarity2" "propername" "1" "item_name" "Drunken Fury" "item_type_name" "Machine Gun" "item_description" " Sod the explosives! I'll just put enough holes in ye until you drop deed! Model by: 'elbagast' Weapon by: 'The One Of Wonders'" "item_logname" "machinegun_demoman" "item_iconname" "machinegun_demoman" "image_inventory" "backpack/weapons/c_models/c_stickymachine_gun" "model_world" "models/weapons/w_models/w_sticky_machinegun.mdl" "model_player" "models/weapons/v_models/v_sticky_machinegun.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { // No Fun Allowed // [02:40] The One Of Summers: // if we get tiny explosions later down the line, fine // but for now, fuck no // "explosive bullets" // { // "attribute_class" "explosive_bullets" // "value" "1" // } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.345" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "1.66666667" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.67" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Demo_MG.Fire" "sound_burst" "Weapon_Demo_MG.FireCrit" "muzzle_flash" "muzzle_grenadelauncher" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--PRIMARY BLAST SHOTGUN - 7111-- //----------------------------- //----------------------------- "7111" { "name" "TF_WEAPON_BLASTSHOTGUN_PYRO" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_class" "tf_weapon_shotgun_primary" "item_quality" "rarity2" "propername" "1" "item_name" "Burning Vengeance" "item_type_name" "Incendiary Cannon" "item_description" "This weapon fires a limited-range incendiary blast Pyro doesn't want you to know what's loaded in this. Model by: 'deity link' Weapon by: 'The One Of Wonders'" "item_logname" "shotgun_blast_pyro" "item_iconname" "shotgun_blast_pyro" "image_inventory" "backpack/weapons/c_models/c_blastshotgun" "model_world" "models/weapons/c_models/c_blastshotgun/c_blastshotgun.mdl" "model_player" "models/weapons/c_models/c_blastshotgun/c_blastshotgun.mdl" "attach_to_hands" "1" "used_by_classes" { "pyro" "primary" } "static_attrs" { "class select override vcd" "taunt02_v1" } "attributes" { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn dmg increased" { "attribute_class" "mult_wpn_burndmg" "value" "2" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "3.9" } "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.5" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.6" } "voice pitch scale" { "attribute_class" "mult_postfiredelay" "value" "1.9" } "voice pitch scale" { "attribute_class" "mult_maxammo_primary" "value" "0.3" } "voice pitch scale" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.33" } "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.0525" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "3" } } "visuals" { "sound_single_shot" "Weapon_ShotgunBlast_Pyro.Fire" "sound_burst" "Weapon_ShotgunBlast_Pyro.FireCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--HEAVY SYRINGE GUN - 7112-- //--------------------------- //--------------------------- "7112" { "name" "TF_WEAPON_SYRINGEGUN_HEAVY" "prefab" "weapon_syringegun" "show_in_armory" "1" "item_quality" "rarity2" "propername" "1" "item_name" "Practitioner's Pride" "item_type_name" "Heavy Syringe Gun" "item_description" "This weapon fires toxic slugs Now this is my greatest weapon experiment yet! Now who goes first? Model by: 'Haa' Weapon by: 'The One Of Wonders'" "item_logname" "heavy_syringegun" "item_iconname" "heavy_syringegun" "image_inventory" "backpack/workshop/weapons/c_models/c_syringe_shotgun/c_syringe_shotgun" "model_world" "models/workshop/weapons/c_models/c_syringe_shotgun/c_syringe_shotgun.mdl" "model_player" "models/workshop/weapons/c_models/c_syringe_shotgun/c_syringe_shotgun.mdl" "attach_to_hands" "1" "used_by_classes" { "medic" "1" } "static_attrs" { "override projectile type" "30" "no damage falloff over distance" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "4" } "crit vs bleeding players" { "attribute_class" "crit_vs_bleeding_players" "value" "1" } "voice pitch scale" { "attribute_class" "mult_clipsize" "value" "0.175" } "voice pitch scale" { "attribute_class" "mult_maxammo_primary" "value" "0.28" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "1.25" } "voice pitch scale" { "attribute_class" "mult_postfiredelay" "value" "2.5" } "voice pitch scale" { "attribute_class" "mult_reload_time" "value" "1.35" } "voice pitch scale" { "attribute_class" "mult_projectile_speed" "value" "1.44" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_slugneedle.mdl" } } "visuals" { "sound_single_shot" "Weapon_HeavySyringeGun.Fire" "sound_burst" "Weapon_HeavySyringeGun.FireCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--Caber Toss - 7113-- // V5.3.7 New weapon by Majro //--------------------------- //--------------------------- "7113" { "name" "TF_WEAPON_DYNAMITES_FRAG" "item_class" "tf_weapon_grenadelauncher" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "melee" "item_quality" "rarity2" "propername" "1" "item_name" "Caber Toss" "item_type_name" "Martial Art" "item_description" " 'Hey, as long as it works!' Model by: 'Blase005' Weapon by: 'Majro'" "item_logname" "dynamites_frag" "item_iconname" "dynamites_frag" "image_inventory" "backpack\weapons\w_models\w_dynamitesfrag" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models\weapons\w_models\w_dynamitesfrag.mdl" "model_player" "models\weapons\v_models\v_dynamitesfrag.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "class select override vcd" "stand_melee" } "attributes" { //THE POSITIVES "mod max primary clip override" //No clip, only reserve ammo. { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.45" } "mod no reload DISPLAY ONLY" //The "No reload necessary" text. Hopefully. { "attribute_class" "mod_no_reload_display_only" "value" "1" } //THE NEGATIVES "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.66" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.75" } "Projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.45" } //THE NEUTRAL "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models\weapons\w_models\wp_dynamitefrag.mdl" } } "visuals" { "sound_deploy" "Weapon_Grenade_Pipebomb.Draw" "sound_single_shot" "Weapon_Grenade_Mirv.Throw" "sound_burst" "Weapon_Grenade_Mirv.ThrowCrit" "sound_special1" "Weapon_Grenade_Mirv.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------------------------- //---------------------------------------------- //--CIVILIZED PACK - 8058-8059 // V5.3.2 Added pack to collection, created by shualdock // V5.3.2r1 Tweaks and bug fixes // V5.3.5 Rebalanced the civilian guns, civ can't handle them as well as previously... //---------------------------------------------- //---------------------------------------------- // V5.3.3 New model and attributes, makes it into a funky single shot! "8048" { "item_name" "Shot" "prefab" "weapon_umbrella" // "item_class" "tf_weapon_shotgun" "item_class" "tf_weapon_revolver" "item_type_name" "#TF_Weapon_Shotgun" "show_in_armory" "1" "item_description" "Civilian cannot handle firearms effectively Check out my new weapon, weapon of choice Model by: 'A Paint Bucket Named Huey' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_shot" "item_iconname" "civ_shot" "image_inventory" "backpack/weapons/w_models/w_shot" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_shot_civ.mdl" "model_player" "models/weapons/custom/v_models/v_shot_civ.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" // "bullets per shot bonus" "10" // "reload time decreased" "0.35" "clip size penalty hidden" "0.2" // "spread penalty" "2.25" // "damage penalty" "0.18" // "maxammo secondary increased" "1.5" "fire rate penalty" "1.25" } "attributes" { "weapon_stattrak_module_scale" { "attribute_class" "mult_bullets_per_shot" "value" "12.0" } "weapon_stattrak_module_scale" { "attribute_class" "mult_reload_time" "value" "0.45" } "weapon_stattrak_module_scale" { "attribute_class" "mult_spread_scale" "value" "2.45" } "weapon_stattrak_module_scale" { "attribute_class" "mult_dmg" "value" "0.15" } "weapon_stattrak_module_scale" { "attribute_class" "mult_maxammo_secondary" "value" "1.35" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" } "sound_single_shot" "Weapon_Jury.Single" "sound_burst" "Weapon_Jury.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New model and functional animations! "8049" { "item_name" "Gun" "prefab" "weapon_umbrella" "item_class" "tf_weapon_pistol" "item_type_name" "#TF_Weapon_Pistol" "show_in_armory" "1" "item_description" "Civilian cannot handle firearms effectively I'm not a guns fellow, but I'd be lying if I said I've never seen these before Engravings clearly give a tactical advantage too! Model by: 'goldenjohnson' 'Gadget' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_gun" "item_iconname" "civ_gun" "image_inventory" "backpack/weapons/c_models/c_desertrose" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_pistol_civ.mdl" "model_player" "models/weapons/custom/v_models/v_pistol_civ.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" "fire rate penalty" "1.2" "Reload time increased" "1.1" } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_MELEE" "ACT_MP_GESTURE_FLINCH_CHEST" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.2r1 Changed from passive to manual boost // V5.3.3 New model and name! // V5.3.5 Changed from speed boost to forcing target into melee for 10 seconds "8050" { "item_name" "Provocative Broadcaster" "prefab" "weapon_umbrella" "item_type_name" "Microphone" "show_in_armory" "1" "item_description" "Manual Boost (Mouse2): Blind rage! Forces foe target into melee for 5 seconds Testing, testing? Lads is this thing on? Model by: 'XylemTube' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_bat" "item_iconname" "civ_bat" "image_inventory" "backpack\weapons\w_models\w_civmic" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_civmic.mdl" "model_player" "models/weapons/custom/v_models/v_civmic.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "civ boost cond override" { "attribute_class" "add_civ_boost_override" "value" "41 0.5" } "civ boost targets enemies" { "attribute_class" "add_civ_boost_enemies" "value" "1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New model and name! "8051" { "item_name" "Average sized spoon" "prefab" "weapon_umbrella" "item_type_name" "Spoon" "show_in_armory" "1" "item_description" "Passive Boost: Blast damage immunity Ah, just the right size for a spoonful of money! Model by: 'Jenney Le Baron' 'Shadow Mario' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_spoon" "item_iconname" "civ_spoon" "image_inventory" "backpack/weapons/c_models/c_spoon" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_civspoon.mdl" "model_player" "models/weapons/custom/v_models/v_civspoon.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "civ boost aura override" { "attribute_class" "add_civ_aura_override" "value" "68 1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New model and name! "8052" { "item_name" "Flame Put-Outer" "prefab" "weapon_umbrella" "item_type_name" "Fire Extinguisher" "show_in_armory" "1" "item_description" "Passive Boost: Fire damage immunity Stop drop and roll lads! Model by: 'Typhen' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_firext" "item_iconname" "civ_firext" "image_inventory" "backpack/weapons/w_models/w_firext" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_firext_civ.mdl" "model_player" "models/weapons/custom/v_models/v_firext_civ.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "civ boost aura override" { "attribute_class" "add_civ_aura_override" "value" "69 1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New model! "8053" { "item_name" "Parson's Choice" "prefab" "weapon_umbrella" "item_type_name" "#TF_Weapon_Bottle" "show_in_armory" "1" "item_description" "Passive Boost: Knockback immunity Good lord, they certainly live up to the name of 'our drunk neighbors'! Weapon by: 'shualdock'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_bottle" "item_iconname" "civ_bottle" "image_inventory" "backpack/weapons/w_models/w_bottle" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_bottle_civ.mdl" "model_player" "models/weapons/v_models/v_bottle_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "civ boost aura override" { "attribute_class" "add_civ_aura_override" "value" "28 1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.2r1 Fixed restock, was using wrong prefab "8054" { "name" "The Sandvich" "prefab" "weapon_sandvich" "show_in_armory" "0" // Disabled "anim_slot" "melee" "propername" "1" "item_name" "Sandwich" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Even I'm not so posh that I would pass up a sandwich." "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_sandwich" "item_iconname" "what" "image_inventory" "backpack/weapons/w_models/w_sandwich" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/w_models/w_sandwich.mdl" "model_player" "models/weapons/v_models/v_sandwich_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "visuals" { "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } } "8055" { "item_name" "Fisticuffs" "prefab" "weapon_umbrella" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "show_in_armory" "1" "item_description" "Utility weapon: Cannot give minicrit boosts Deals normal melee damage Meet Mr. and Mrs. Brawlykins. Have at you! Animations by: Open Fortress Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_fists" "item_iconname" "fists" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/v_models/v_fist_heavy.mdl" "model_player" "models/weapons/custom/v_models/v_berserk_fists.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "100" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.9" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New model! "8056" { "item_name" "Spanner" "prefab" "weapon_umbrella" "item_class" "tf_weapon_wrench" "item_type_name" "#TF_Weapon_Wrench" "show_in_armory" "1" "item_description" "Utility Weapon: Cannot give minicrit boosts Can repair and speed up building construction, but not add construction Is this what turns it off and on again? Model by: 'ColonelBD' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_wrench" "item_iconname" "civ_wrench" "image_inventory" "backpack/weapons/w_models/w_civwrench" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_civwrench.mdl" "model_player" "models/weapons/custom/v_models/v_civwrench.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.2r1 Lowered boost time to 5 seconds // V5.3.3 New model! // V5.3.5 Changed from Hypercharge to 3s uber "8057" { "item_name" "Pin Prick" "prefab" "weapon_umbrella" "item_type_name" "#TF_Weapon_Bonesaw" "show_in_armory" "1" "item_description" "Manual Boost (Mouse2): Temp Ubercharge! Grants the target 3 seconds of Ubercharge Oh don't worry lad, the needle is sharp! Model by: 'Sierra Foxtrot' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_saw" "item_iconname" "civ_saw" "image_inventory" "backpack/weapons/c_models/c_vein_drain/c_vein_drain" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_civsaw.mdl" "model_player" "models/weapons/custom/v_models/v_civsaw.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "civ boost cond override" { "attribute_class" "add_civ_boost_override" "value" "52 0.3" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New model, name and sounds! "8058" { "item_name" "Positive Reinforcement" "prefab" "weapon_umbrella" "item_type_name" "Whip" "show_in_armory" "1" "item_description" "Manual Boost (Mouse2): Marked for Death Manual Boost applies to enemies only Get to it lads! Model by: 'Gadget' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_whip" "item_iconname" "civ_whip" "image_inventory" "backpack/weapons/w_models/w_whip" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_civwhip.mdl" "model_player" "models/weapons/custom/v_models/v_civwhip.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" } "attributes" { "civ boost cond override" { "attribute_class" "add_civ_boost_override" "value" "30 1" } "civ boost targets enemies" { "attribute_class" "add_civ_boost_enemies" "value" "1" } } "visuals" { "sound_melee_miss" "Weapon_Whip.Miss" "sound_melee_hit" "Weapon_Whip.HitFlesh" "sound_melee_hit_world" "Weapon_Whip.HitWorld" "sound_burst" "Weapon_Whip.MissCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.2r1 Changed from passive to manual boost, lasts ~8 seconds // V5.3.3 New model! // V5.3.7 Disabled "8059" { "item_name" "Balisong" "prefab" "weapon_umbrella" "item_type_name" "#TF_Weapon_Knife" "show_in_armory" "0" "item_description" "No backstabs Manual Boost (Mouse2): Give friendly invisibility w/ attack I know a quite rotund fellow who would have an interest in this." "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_knife" "item_iconname" "civ_knife" "image_inventory" "backpack/weapons/w_models/w_civknife" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_knife_civ.mdl" "model_player" "models/weapons/custom/v_models/v_knife_civ.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "attributes" { "civ boost cond override" { "attribute_class" "add_civ_boost_override" "value" "64 0.75" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.3 New weapon, much like the Balisong except applies to civ only, designed by Zadrave "8069" { "item_name" "Cloaking Device" "prefab" "weapon_umbrella" "item_type_name" "#TF_Weapon_Knife" "show_in_armory" "1" "item_description" "Become stealthed on hit. This weapon cannot provide Mini-Crit Boosts or backstabs. I'm the invisible man I'm the invisible man Incredible how you can See right through me! Model by: 'IteGood' Original weapon by: 'shualdock' Edited by: 'Reagy'" "item_slot" "melee" "item_quality" "unique" "item_logname" "civ_cloak" "item_iconname" "what" "image_inventory" "backpack/weapons/w_models/w_civknife" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/w_models/w_knife_civ.mdl" "model_player" "models/weapons/custom/v_models/v_knife_civ.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" "civ boost cond override" "16 0.1" // Dud cond set to remove the minicrit boost } "attributes" { "add condition on hit" { "attribute_class" "add_onhit_addcond_self" "value" "64 8" } "mult decloak rate" { "attribute_class" "mult_decloak_rate" "value" ".01" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------------------- //----------------------------------------------- // PAINT + GRUNT STUFF (Starting at 9000)--------- //----------------------------------------------- //----------------------------------------------- //--------------------- //--------------------- //--L'ETRANGER - 9001-- //--------------------- //--------------------- "9001" { "name" "L'Etranger" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_Revolver" "item_logname" "letranger" "item_iconname" "letranger" "item_type_name" "#TF_Weapon_Revolver" "item_name" "L'Etranger" "item_description" " Get in, get out. Simple as that. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "0" "image_inventory" "backpack/workshop/weapons/c_models/c_letranger/c_letranger" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/w_models/w_letranger.mdl" "model_player" "models/weapons/v_models/v_letranger_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "primary" } "attributes" { // "add cloak on hit" // { // "attribute_class" "add_cloak_on_hit" // "value" "15" // } "cloak consume rate decreased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "0.6" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.7" } } "visuals" // This is just for consistency! { "sound_single_shot" "Weapon_Letranger.Single" "sound_burst" "Weapon_Letranger.SingleCrit" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //----------------- //----------------- //--HK SMG - 9002-- //----------------- //----------------- "9002" { "name" "City Sweeper" "prefab" "weapon_smg" "item_class" "tf_weapon_smg" "propername" "1" "show_in_armory" "1" "item_quality" "rarity3" "item_logname" "mp7" "item_iconname" "mp7" "item_type_name" "PDW" "item_name" "City Sweeper" "item_description" "Damage dealt with this weapon ignores any active resistances No alien blokes are gonna keep me down. Animations by: 'Razur' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_mp7" "model_world" "models/weapons/w_models/w_mp7.mdl" "model_player" "models/weapons/v_models/v_mp7_sniper_new.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "secondary" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "dmg pierces resists absorbs" { "attribute_class" "mod_pierce_resists_absorbs" "value" "1" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.9" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.5" } } "visuals" { "sound_single_shot" "Weapon_MP7.Single" "sound_burst" "Weapon_MP7.SingleCrit" } } //--------------- //--------------- //--AR18 - 9003-- //--------------- //--------------- "9003" { "name" "Iron Cover" "prefab" "weapon_smg" "item_class" "tf_weapon_smg" "show_in_armory" "1" "item_quality" "rarity3" "item_logname" "ar18" "item_iconname" "ar18" "item_type_name" "#TF_Weapon_SMG" "item_name" "Iron Cover" "item_description" "25% damage resistance on wearer This'll iron out them pikers. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "item_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_ar18" "model_world" "models/weapons/w_models/w_ar18.mdl" "model_player" "models/weapons/v_models/v_ar18_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "secondary" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "damage bonus hidden" // { // "attribute_class" "mult_dmgtaken" // "value" "0.75" // } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.4" } // "spread penalty" // { // "attribute_class" "mult_spread_scale" // "value" "3" // } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } } "visuals" { "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" } } //-------------------------------- //-------------------------------- //--SCOUT SLUG SCATTERGUN - 9004-- // V5.3.4 Adjusted damage, added reload speed bonus (overall performance more on par with the Overunder Slugger, makes a decent sidegrade) //-------------------------------- //-------------------------------- "9004" { "name" "Solid Slugger" "prefab" "weapon_scattergun" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_scattergun" "item_logname" "scatterslug" "item_iconname" "scatterslug" "item_type_name" "#TF_WEAPON_SCATTERGUN" "item_name" "Solid Slugger" "item_description" "This weapon fires a high damage slug round 'Man, your head's so big - you're makin' this easy!' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "image_inventory" "backpack/weapons/w_models/w_solid_slugger" "model_world" "models/weapons/w_models/w_solid_slugger.mdl" "model_player" "models/weapons/v_models/v_solid_slugger_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "8" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Slugger.Single" "sound_burst" "Weapon_Slugger.SingleCrit" "sound_reload" "Weapon_R870.Reload" } } //--------------------------------------- //--------------------------------------- //--OFFICER TAVISH/MUNDY - 9005 - 9008 -- //--------------------------------------- //--------------------------------------- "9005" { "name" "Smoke Stack" "prefab" "weapon_grenadelauncher" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "anim_slot" "item2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Smoke Stack" "item_type_name" "Grenade" "item_description" " Smoking kills. But it's actually a concussive grenade laddy! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "smokegrenade" "item_iconname" "smokegrenade" "image_inventory" "backpack/weapons/w_models/w_smokegrenade" "model_world" "models/weapons/w_models/w_smokegrenade.mdl" "model_player" "models/weapons/v_models/v_smokegrenade_demo.mdl" "extra_wearable" "models/player/items/demo/demo_scotchbonnet.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "3" // Pipe Bomb "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" // Same deal as the gas can. } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "400" } "apply look velocity on damage" { "attribute_class" "apply_look_velocity_on_damage" "value" "300" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.25" } "rocket jump damage reduction" { "attribute_class" "blast_dmg_to_self" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.45" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_smokegrenade_armed.mdl" } // Backend stuff. Also yes, none of the below is actually what the attribute name suggests. "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.33" } } "visuals" { "sound_special1" "Weapon_GasCan.Explode" "sound_special2" "Weapon_GasCan.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_ITEM2" "ACT_MP_ATTACK_SWIM_ITEM2" } } "mouse_pressed_sound" "#ui/item_paint_can_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "9006" { "name" "Big Shot" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "Big Shot" "item_type_name" "...Sniper Rifle?" "item_description" " 'I hate you campers; everybody bloody hates you...' Is what that drunkard would say if he didn't have this for a short amount a time. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "bigsniper" "item_iconname" "bigsniper" "item_slot" "primary" // "anim_slot" "secondary" "image_inventory" "backpack/weapons\w_models\w_bigsniper" "model_world" "models/weapons\w_models\w_bigsniper.mdl" "model_player" "models/weapons/v_models/v_bigsniper_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "mod max primary clip override" "-1" // "override projectile type" "2" } "attributes" { // "explosive bullets" // { // "attribute_class" "explosive_bullets" // "value" "1" // } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.35" } // Backend stuff "voice pitch scale" // Technically you can still headshot, but it does the same as a bodyshot anyway so what does it matter! { "attribute_class" "headshot_damage_modify" "value" "0.667" } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "-400" } } "visuals" { "sound_single_shot" "Weapon_BigGrenade.Single" "sound_burst" "Weapon_BigGrenade.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.1 Bug fix, technically if sniper somehow got "metal" they could upgrade buildings with this, idk "9007" { "name" "Scope Out" "prefab" "weapon_club" "item_class" "tf_weapon_wrench" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "Scope Out" "item_type_name" "Scope" "item_description" " Standard issue police melee weapon. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "scope" "item_iconname" "scope" "item_slot" "melee" "image_inventory" "backpack/weapons\w_models\w_scope" "model_world" "models/weapons\w_models\w_scope.mdl" "model_player" "models/weapons/v_models/v_scope_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" // Apparently the no damage falloff attribute spreads to other weapons { "attribute_class" "provide_on_active" "value" "1" } "damage applies to sappers" { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.8" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.0" } "damage force increase hidden" { "attribute_class" "mult_construction_value" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Bottle.HitWorld" "sound_burst" "Weapon_Bottle.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9008" { "name" "50K Volt" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "50K Volt" "item_type_name" "#TF_Weapon_SMG" "item_description" "Fires lasers instead of bullets This'll shock into size ya spooks! Assault and battery taken literally. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "bigzap" "item_iconname" "bigzap" "image_inventory" "backpack/weapons\w_models\w_bigzap" "model_world" "models/weapons\w_models\w_bigzap.mdl" "model_player" "models/weapons/v_models/v_bigzap_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "mod max primary clip override" "-1" "override projectile type" "32" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.85" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.4" } // "fire rate penalty" // { // "attribute_class" "mult_postfiredelay" // "value" "2.2" // } } "visuals" { "sound_single_shot" "Weapon_SpaceAR.Single" "sound_burst" "Weapon_SpaceAR.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--THE MAGNUM OPUS- 9009-- //------------------------- //------------------------- "9009" { "name" "Magnum Opus" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_pistol" "item_logname" "deagle_engineer" "item_iconname" "deagle_engineer" "item_type_name" "Hand Cannon" "item_name" "Magnum Opus" "item_description" " The one tap champ... not in the Gravel Wars though. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_deagle2" "model_world" "models/weapons/w_models/w_deagle.mdl" "model_player" "models/weapons/v_models/v_deagle_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "secondary" } // "static_attrs" // { // "damage bonus hidden" "2.66" // "clip size penalty hidden" "0.6" // "fire rate penalty hidden" "3.55" // "hidden secondary max ammo penalty" "0.18" // } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.65" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.175" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "3.55" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } } "visuals" // This is just for consistency! { "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } "sound_single_shot" "Weapon_DesertEagle.Single" "sound_burst" "Weapon_DesertEagle.SingleCrit" } } //------------------------- //------------------------- //--SNIPER SHOTGUN - 9010-- //------------------------- //------------------------- "9010" { "name" "Buck's Banter" "prefab" "weapon_shotgun" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "item_class" "tf_weapon_shotgun_soldier" "item_logname" "revolver_shotgun" "item_iconname" "revolver_shotgun" "item_type_name" "#TF_Weapon_shotgun" "item_name" "Buck's Banter" "anim_slot" "primary" "item_description" " Oooh ya wouldn't want to know what goes on down in that cylinder mate - It's far worse than you'd expect from a gun like this. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "image_inventory" "backpack/weapons/w_models/w_sydney_buck" "model_world" "models/weapons/w_models/w_sydney_buck.mdl" "model_player" "models/weapons/v_models/v_sydney_buck_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "reload time increased hidden" "3.25" // The Shotgun's first reload is fast. We slow it down, way down, to match Hunting Revolver's reload time. } "attributes" { "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } // "reload time increased hidden" // { // "attribute_class" "mult_reload_time_hidden" // "value" "3.25" // } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } "sound_single_shot" "Weapon_RevolverShotty.Single" "sound_burst" "Weapon_RevolverShotty.SingleCrit" "reload" "Weapon_r870.WorldReload" } } //--------------------------- //--------------------------- //--THE TREBLE REBEL - 9011-- //--------------------------- //--------------------------- "9011" { "name" "TF_WEAPON_SHORTSTOP" "prefab" "weapon_pistol" "item_class" "tf_weapon_revolver" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Treble Rebel" "item_type_name" "Pocket Shotgun" "item_description" " One... two... three! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "treble_rebel" "item_iconname" "treble_rebel" "image_inventory" "backpack/weapons/w_models/w_shortface" "model_world" "models/weapons/w_models/w_shortface.mdl" "model_player" "models/weapons/v_models/v_shortface_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" // Static attributes! To keep things semi-short, I'll shove backend stuff up here if I can possibly do so. { "class select override vcd" "class_select_nailgun" // The Nailgun select looks a lot more neutral than his Scattergun one - it's good for this wep. "clip size penalty hidden" "0.5" // 3 shots! "hidden secondary max ammo penalty" "1.5" // 36 ammo in secondary! "fire rate penalty hidden" "0.8" // Around 14% slower compared to the Shortstop "damage bonus hidden" "0.10" "reload time increased hidden" "0.9" // Slightly faster reload, to match the Pistol's..? } "attributes" // Generally speaking, I tend to put the "visible" attributes down here, but Static Attrs works just fine too! { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "12" } "damage penalty" { "attribute_class" "mult_projectile_speed" "value" "0.34" } "clip size penalty" { "attribute_class" "mult_projectile_speed" "value" "0.75" } "fire rate penalty" { "attribute_class" "mod_rocket_gravity" // DISPLAY ONLY "value" "1.14" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } // "damage force increase text" // { // "attribute_class" "damage_force_reduction" // "value" "1" // } "damage force increase hidden" { "attribute_class" "damage_force_reduction" "value" "1.2" } "airblast vulnerability multiplier hidden" // Some attributes have text that displays, but don't work - unfortunately... { "attribute_class" "airblast_vulnerability_multiplier" "value" "1.2" } } "visuals" { "sound_single_shot" "Weapon_Short_Stop.Single" "sound_burst" "Weapon_Short_Stop.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--TOMMY GUN TEST - 9012-- //------------------------- //------------------------- "9012" { "name" "The Texas Typewriter" "item_class" "tf_weapon_nailgun" // Defined manually so Scout doesn't have it! "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Texas Typewriter" "item_type_name" "#TF_Weapon_Nailgun" "item_description" "Default Clip: 20 Nails After some modifications, it now has the power of a heavy nail gun while retaining the compact nature of an SMG. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "tommygun_metal" "item_iconname" "tommygun_metal" "image_inventory" "backpack/weapons/w_models/w_tommygun_compact" "model_world" "models/weapons/w_models/w_tommygun_compact.mdl" "model_player" "models/weapons/v_models/v_tommygun_compact_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" "damage bonus" "2" // "override projectile type" "29" // Bullet "weapon spread bonus" "0.7" "clip size penalty" "0.8" // "damage penalty" "0.8" // "mod max primary clip override" "-1" "fire rate penalty" "2.25" "Reload time increased" "1.5" } "attributes" { "mod use metal ammo type" // This attribute is a little weird. { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } // "Reload time increased" // { // "attribute_class" "mult_reload_time" // "value" "1.5" // } "voice pitch scale" { "attribute_class" "mult_maxammo_metal" "value" "1.6" } } "visuals" { "sound_single_shot" "Weapon_TommyGun.Single" "sound_burst" "Weapon_TommyGun.SingleCrit" "sound_reload" "Weapon_TommyGun.WorldReload" // "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // "tracer_effect" "bullet_revrrifle_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--GLOCK MELEES - 9013 - 9014-- // V5.3.1 Bug fix, technically if demo or soldier somehow got "metal" they could upgrade buildings with this, idk //------------------------------ //------------------------------ "9013" { "name" "The Gaelic Gat" "prefab" "weapon_bottle" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_wrench" "propername" "1" "item_name" "Gaelic Gat" "item_type_name" "...Pistol?" "item_description" "Equalize: Enemies hit by this weapon are stripped to melee for 5 seconds If only you were sober enough to not break it... Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "glock_melee" "item_iconname" "glock_melee" "image_inventory" "backpack/weapons/w_models/w_tfc_glock" "model_world" "models/weapons/w_models/w_glock_melee.mdl" "model_player" "models/weapons/v_models/v_glock_melee_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "damage applies to sappers" // { // "attribute_class" "set_dmg_apply_to_sapper" // "value" "1" // } "add condition on hit" // No guns, we fight like men. Only for 5 seconds though. { "attribute_class" "add_onhit_addcond" "value" "41 5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.00" } "damage force increase hidden" { "attribute_class" "mult_construction_value" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" "sound_single_shot" "Weapon_Bottle.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar_HL1.HitWorld" "sound_double_shot" "Weapon_Bottle.HitFlesh" "sound_double_shot_npc" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "9014" { "name" "The Gaelic Gat" "prefab" "weapon_shovel" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_wrench" "propername" "1" "item_name" "Gaelic Gat" "item_type_name" "...Pistol?" "item_description" "Equalize: Enemies hit by this weapon are stripped to melee for 5 seconds Just because it doesn't work doesn't mean it isn't a weapon, son. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "glock_melee" "item_iconname" "glock_melee" "image_inventory" "backpack/weapons/w_models/w_tfc_glock" "model_world" "models/weapons/w_models/w_glock_melee.mdl" "model_player" "models/weapons/v_models/v_glock_melee_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "damage applies to sappers" // { // "attribute_class" "set_dmg_apply_to_sapper" // "value" "1" // } "add condition on hit" // No guns, we fight like men. Only for 5 seconds though. { "attribute_class" "add_onhit_addcond" "value" "41 5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.00" } "damage force increase hidden" { "attribute_class" "mult_construction_value" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------- //---------------------------- //--CLEANER'S CARBINE - 9015-- //---------------------------- //---------------------------- "9015" { "name" "The Cleaner's Carbine" "prefab" "weapon_smg" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "propername" "1" "item_name" "Cleaner's Carbine" "item_type_name" "#TF_Weapon_SMG" "item_description" " Flashlight not included. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "pro_smg" "item_iconname" "pro_smg" "image_inventory" "backpack/workshop/weapons/c_models/c_pro_smg/c_pro_smg" "model_world" "models/weapons/w_models/w_pro_smg.mdl" "model_player" "models/weapons/v_models/v_pro_smg_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "critboost on kill" "3" } "attributes" { "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.34" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_UrbanProfessional.Single" "sound_burst" "Weapon_UrbanProfessional.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------- //---------------------- //--TFC MINIGUN - 9016-- // V5.3.1 33% Damage bonus added //---------------------- //---------------------- "9016" { "name" "Ol' Reliable" "prefab" "weapon_minigun" "show_in_armory" "1" "item_quality" "rarity3" "propername" "0" "item_name" "Ol' Reliable" "item_type_name" "#TF_Weapon_Minigun" "item_description" "Fires nails instead of bullets Old gun killed many babies before Sasha. Model by: 'Svdl' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "tfc_minigun" "item_iconname" "tfc_minigun" "image_inventory" "backpack\weapons\c_models\c_tfc_minigun\c_tfc_minigun" "model_world" "models/weapons/c_models/c_tfc_minigun/c_tfc_minigun.mdl" "model_player" "models/weapons/c_models/c_tfc_minigun/c_tfc_minigun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "maxammo primary increased" "1.5" "Projectile speed increased" "2" "damage bonus" "3.5" "fire rate penalty" "1.1" "override projectile type" "29" } "attributes" { "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.25" } } "visuals" { "sound_empty" "Weapon_TFC_Minigun.ClipEmpty" "sound_double_shot" "Weapon_TFC_Minigun.Fire" "sound_burst" "Weapon_TFC_Minigun.FireCrit" "sound_special1" "Weapon_TFC_Minigun.WindUp" "sound_special2" "Weapon_TFC_Minigun.WindDown" "sound_special3" "Weapon_TFC_Minigun.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--THE AMBASSADOR - 9017-- // V5.2 Removed damage penalty, increased accuracy to near pin-point, snipers will hate this gun even in TF2C, fuck you snipers //------------------------- //------------------------- "9017" { "name" "The Ambassador" "prefab" "weapon_revolver" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_logname" "ambassador" "item_iconname" "ambassador" "item_type_name" "#TF_Weapon_Revolver" "item_name" "Ambassador" "item_description" "This weapon has no damage falloff Engravings give no tactical advantage whatsoever, but they look cool and that's all that matters. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_ambassador/c_ambassador" "model_world" "models/weapons/w_models/w_ambassador.mdl" "model_player" "models/weapons/v_models/v_ambassador_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } // "static_attrs" // { // "fire rate bonus hidden" "0.25" // } "attributes" { "provide on active" // Apparently the no damage falloff attribute spreads to other weapons { "attribute_class" "provide_on_active" "value" "1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Ambassador.Single" "sound_burst" "Weapon_Ambassador.SingleCrit" } } //---------------------------- //---------------------------- //--FAT SCOUT SHOTGUN - 9018-- // V5.2 Removed intel pickup restriction, dropped damage penalty and damage taken a bit //---------------------------- //---------------------------- "9018" { "name" "The Full Throttle" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" // "anim_slot" "secondary" // "item_class" "tf_weapon_shotgun_primary" "propername" "1" "item_name" "Full Throttle" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "No primary ammo from all sources while active Cowards thought I can't shoot when running. Cowards were wrong. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "full_throttle" "item_iconname" "full_throttle" "image_inventory" "backpack/weapons/w_models/w_full_throttle" "model_world" "models/weapons/w_models/w_full_throttle.mdl" "model_player" "models/weapons/v_models/v_full_throttle_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" // "1.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } // "cannot pick up intelligence" // This actually works, surprisingly. // { // "attribute_class" "cannot_pick_up_intelligence" // "value" "1" // } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "1.65" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "reload time increased hidden" { "attribute_class" "mult_maxammo_primary" "value" "0.0" } } "visuals" { "sound_single_shot" "Weapon_Shotgun_FC.Single" "sound_burst" "Weapon_Shotgun_FC.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--DISPENSER SHOTGUN - 9019-- // V5.3.1 Dispenser radius increased from 50% to 100% //---------------------------- //---------------------------- "9019" { "name" "The Lead Spitter" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "item_class" "tf_weapon_shotgun" "propername" "1" "item_name" "Lead Spitter" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Allows your dispenser to spit lead to your teammates farther away. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "lead_spitter" "item_iconname" "lead_spitter" "image_inventory" "backpack/weapons/w_models/w_buckshot" "model_world" "models/weapons/w_models/w_buckshot.mdl" "model_player" "models/weapons/v_models/v_buckshot_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "primary" } "model_player_per_class" { "pyro" "models/weapons/v_models/v_buckshot_pyro.mdl" "engineer" "models/weapons/v_models/v_buckshot_engineer.mdl" } "attributes" { "engy dispenser radius increased" { "attribute_class" "mult_dispenser_radius" "value" "2" } // "mult_deploy_time" // { // "attribute_class" "mult_deploy_time" // "value" "0.66" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "no primary ammo from dispensers while active" { "attribute_class" "no_primary_ammo_from_dispensers" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_R870.Single" "sound_burst" "Weapon_R870.SingleCrit" "reload" "Weapon_Shotgun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--W.A.S.P. ROCKET LAUNCHER - 9020-- //----------------------------------- //----------------------------------- "9020" { "name" "The W.A.S.P. Launcher" "prefab" "weapon_rocketlauncher" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_logname" "wasp_launcher" "item_iconname" "wasp_launcher" "item_type_name" "#TF_Weapon_Rocketlauncher" "item_name" "W.A.S.P. Launcher" "item_description" " 'If you know what's good for you, you will run!' Model by: 'ZombiePlasticClock' 'Gadget' 'Vipes' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_law_launcher" "model_world" "models/weapons/w_models/w_law_launcher.mdl" "model_player" "models/weapons/v_models/v_law_launcher_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "class select override vcd" "taunt07" "override projectile type" "2" // "32" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.35" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.33" } // "projectile speed increased" // { // "attribute_class" "mult_projectile_speed" // "value" "1" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_law.mdl" } // "crit vs wet players hidden" // { // "attribute_class" "or_crit_vs_playercond" // "value" "262144" // } } "visuals" { "sound_single_shot" "Weapon_Law_Launcher.Shoot" "sound_burst" "Weapon_Law_Launcher.ShootCrit" "sound_special1" "Weapon_Law_Launcher.Explode" "sound_special2" "Weapon_Law_Launcher.Explode" } } //------------------------------- //------------------------------- //--THE LIBERTY LAUNCHER - 9021-- //------------------------------- //------------------------------ "9021" { "name" "The Liberty Launcher" "prefab" "weapon_rocketlauncher" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "show_in_armory" "1" "item_quality" "rarity3" "item_type_name" "#TF_Weapon_RocketLauncher" "item_name" "Liberty Launcher" "item_description" "Enemies hit by this weapon are launched upwards This particular variant has all the bells and whistles befitting an entire front line. You don't need them, but they're there. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "liberty_launcher" "item_iconname" "liberty_launcher" "propername" "1" "item_quality" "normal" "image_inventory_size_w" "128" "image_inventory_size_h" "104" "image_inventory" "backpack/workshop/weapons/c_models/c_liberty_launcher/c_liberty_launcher" "model_world" "models/weapons/w_models/w_liberty_launcher.mdl" "model_player" "models/weapons/v_models/v_liberty_launcher_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.25" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.50" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.75" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_libertylauncher.mdl" } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "240" } } "visuals" { "sound_single_shot" "Weapon_Liberty_Launcher.Single" "sound_burst" "Weapon_Liberty_Launcher.SingleCrit" // "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_DirectHit.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--DESTINY 2 SIDEARM - 9022-- //---------------------------- //---------------------------- "9022" { "name" "Minimum Distance" "prefab" "weapon_pistol" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_class" "tf_weapon_pistol" "item_logname" "minimum_distance" "item_iconname" "hakke_sidearm" // "item_quality" "selfmade" // "item_quality" "rarity3" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Minimum Distance" "item_description" "All I need is a little breathing room and maybe some BONK... Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_minimum_distance" "model_world" "models/weapons/w_models/w_minimum_distance.mdl" "model_player" "models/weapons/v_models/v_minimum_distance_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "visuals" { "sound_single_shot" "Weapon_Hakke_Sidearm.Single" "sound_burst" "Weapon_Hakke_Sidearm.SingleCrit" } } //-------------------------- //-------------------------- //--FC COMBAT KNIFE - 9023-- //-------------------------- //-------------------------- "9023" { "name" "The Striker's Shank" "prefab" "weapon_club" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "image_inventory_size_w" "128" "image_inventory_size_h" "104" // "item_class" "tf_weapon_fists" "item_logname" "combat_knife" "item_iconname" "combat_knife" "item_type_name" "#TF_Weapon_Knife" "item_name" "Striker's Shank" "item_description" "This weapon cannot Backstab A standard military combat knife, not ideal for fightin', but it works. 'Take care of this thing for me, got it?' - Striker Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_combat_knife" "model_world" "models/weapons/w_models/w_combat_knife.mdl" "model_player" "models/weapons/v_models/v_combat_knife_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.616" } } "visuals" { // "sound_deploy" "Weapon_Sknife.Draw" "sound_melee_miss" "Weapon_Sknife.Miss" "sound_melee_hit" "Weapon_Sknife.HitFlesh" "sound_melee_hit_world" "Weapon_Sknife.HitWorld" "sound_burst" "Weapon_Sknife.MissCrit" } } //--------------------------------- //--------------------------------- //--MECERNARY'S P38 - 9024 - 9025-- //--------------------------------- //--------------------------------- "9024" { "name" "TF_WEAPON_P38" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_pistol" "item_logname" "p38_pistol" "item_iconname" "p38_pistol" "item_type_name" "#TF_Weapon_Pistol" // "item_quality" "vintage" "item_name" "Combat Pistol" "item_description" " A memento from a year long past... it still fires true, probably waiting for you. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_walther_p38" "model_world" "models/weapons/w_models/w_walther_p38.mdl" "model_player" "models/weapons/v_models/v_walther_p38_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.25" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.33" } } "visuals" { "sound_single_shot" "Weapon_PistolDM.Single" "sound_burst" "Weapon_PistolDM.SingleCrit" } } "9025" { "name" "Combat Pistol (Melee)" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity3" "item_logname" "p38_pistol_whip" "item_iconname" "p38_pistol_whip" "propername" "1" "item_name" "Combat Pistol (Melee)" "item_type_name" "...Pistol?" "image_inventory" "backpack/weapons/w_models/w_walther_p38" "item_description" " It stopped shooting, but now it started smacking now start standing still ya dope! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "model_world" "models/weapons/w_models/w_walther_p38_whip.mdl" "model_player" "models/weapons/v_models/v_walther_p38_whip_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" // "demoman" "1" } "static_attrs" { } "attributes" { // "explosive bullets" // { // "attribute_class" "explosive_bullets" // "value" "1" // } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bat.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } } //----------------------------------- //----------------------------------- //--ALLCLASS SHOTGUN 2- 9026 - 9029-- // V5.3.1 Bleed removed, now fires a single powerful slug //----------------------------------- //----------------------------------- "9026" { "name" "The Steel Battalion" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has fires a high damage slug round Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "defender" "item_iconname" "defender" "image_inventory" "backpack/weapons/w_models/w_defender" "model_world" "models/weapons/w_models/w_defender.mdl" "model_player" "models/weapons/v_models/v_defender_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { // "override projectile type" "30" // "damage bonus hidden" "6.7" // "no damage falloff over distance" "1" } "attributes" { "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.60" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "7.5" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9027" { "name" "The Steel Battalion" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has fires a high damage slug round Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "defender" "item_iconname" "defender" "image_inventory" "backpack/weapons/w_models/w_defender" "model_world" "models/weapons/w_models/w_defender.mdl" "model_player" "models/weapons/v_models/v_defender_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" // "no damage falloff over distance" "1" } "attributes" { "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.60" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "7.5" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9028" { "name" "The Steel Battalion" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has fires a high damage slug round Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "defender" "item_iconname" "defender" "image_inventory" "backpack/weapons/w_models/w_defender" "model_world" "models/weapons/w_models/w_defender.mdl" "model_player" "models/weapons/v_models/v_defender_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { // "no damage falloff over distance" "1" } "attributes" { "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.60" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "7.5" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9029" { "name" "The Steel Battalion" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_quality" "rarity3" "item_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has fires a high damage slug round Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "defender" "item_iconname" "defender" "image_inventory" "backpack/weapons/w_models/w_defender" "model_world" "models/weapons/w_models/w_defender.mdl" "model_player" "models/weapons/v_models/v_defender_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { // "no damage falloff over distance" "1" } "attributes" { "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.60" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "7.5" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--MEDIC MINI-CRIT - 9030-- //-------------------------- //-------------------------- "9030" { "name" "The Military Medicine" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_quality" "rarity3" "item_name" "Military Medicine" "item_type_name" "#TF_Weapon_SyringeGun" "item_description" "Mark for death applies to all weapons Please do not do as the Medic does. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "tfc_syringegun" "item_iconname" "tfc_syringegun" "image_inventory" "backpack/weapons/w_models/w_tfc_syringegun" "model_world" "models/weapons/w_models/w_tfc_syringegun.mdl" "model_player" "models/weapons/v_models/v_tfc_syringegun_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.8" } // "mod no reload DISPLAY ONLY" // { // "attribute_class" "mod_no_reload_display_only" // "value" "1" // } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.213333333" // "0.16" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.1" } // "mod ammo per shot" // { // "attribute_class" "mod_ammo_per_shot" // "value" "2" // } } "visuals" { // "sound_empty" "Weapon_MiniGun.Reload" "sound_empty" "Weapon_SMG.ClipEmpty" "sound_single_shot" "Weapon_ClassicSyringeGun.Single" "sound_burst" "Weapon_ClassicSyringeGun.SingleCrit" // "sound_reload" "Weapon_Null" // "animation_replacement" // THIS IS A DOOZY. This section basically forcibly tells the game that, instead of using his Primary animations for spooling, remap them to the Secondary idle poses. // { //The Reload "Animations" // "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--ENGINEER TRANQ- 9031-- // V5.3.1 Slightly tweaked damage profile //------------------------ //------------------------ "9031" { "name" "The T.R.A.N.Q" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "T.R.A.N.Q." // Still can't think of its acronym "item_type_name" "#TF_Weapon_Tranq" "item_description" "Fires tranquilizer darts For stopping a Heavy in their tracks. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "military_pistol_tranq" "item_iconname" "military_pistol_tranq" "image_inventory" "backpack/weapons/w_models/w_military_pistol" "model_world" "models/weapons/w_models/w_military_pistol.mdl" "model_player" "models/weapons/v_models/v_military_pistol_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "30" // Tranq Dart } "attributes" { "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "1.0" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.333333333" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.3" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "5" } // "custom projectile model" // { // "attribute_class" "custom_projectile_model" // "value" "models/weapons/w_models/w_drg_ball.mdl" // } } "visuals" { "sound_single_shot" "Weapon_Military_Pistol.Single" "sound_burst" "Weapon_Military_Pistol.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------- //------------------------------- //--PYRO PILOT FLAREGUN - 9032 -- // V5.3.1 Removed projectile arc and damage bonus //------------------------------- //------------------------------- "9032" { "name" "The Pilot Light" "item_class" "tf_weapon_flaregun" // Defined manually only to avoid the display-only crit attribute that's on the flaregun prefab! "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "item_quality" "rarity3" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Pilot Light" "item_type_name" "#TF_Weapon_FlareGun" "item_description" "Enemies hit by this weapon are launched upwards and away from you Fires straight-moving incendiary shells that explode on contact with any object This Firecannon is just built different. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "spitfire" "item_iconname" "spitfire" "image_inventory" "backpack/weapons/w_models/w_pilot_flaregun" "model_world" "models/weapons/w_models/w_pilot_flaregun.mdl" "model_player" "models/weapons/v_models/v_pilot_flaregun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "override projectile type" "2" // Rockets! "min_viewmodel_offset" "10 0 -10" // Quick fix for the min. viewmodels bugging out! "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.33" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "3" } // "damage bonus" // { // "attribute_class" "mult_dmg" // "value" "1.5" // } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "4" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_pilot_flaregun_shell.mdl" } // Backend stuff // "strange restriction type 1" // If it's a rocket, it travels in an arc. // { // "attribute_class" "mod_rocket_gravity" // "value" "0.25" // } "voice pitch scale" { "attribute_class" "mult_explosion_radius" "value" "0.65" } "damage force increase hidden" // Jump Height increase. { "attribute_class" "mult_dmgself_push_force" "value" "1.35" } "hand scale" { "attribute_class" "mult_wpn_burntime" "value" "0.2" // 2s } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "240" } } "visuals" { "sound_single_shot" "Weapon_RPG_FC.Single" "sound_burst" "Weapon_RPG_FC.SingleCrit" // "sound_special1" "Weapon_Detonator.Detonate" "sound_reload" "Weapon_FlareGun.WorldReload_Alt" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--THE DISPLACER - 9033-- // V5.1 Slight Nerf // V5.2 Buffed back lol, re-added the spread bonus and increased damage slightly //------------------------ //------------------------ "9033" { "name" "Displacer" "prefab" "weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "item_quality" "rarity3" "propername" "1" "item_name" "Displacer" "item_type_name" "Indivisible Particle Smasher" "item_description" "Fires lasers instead of bullets It's an overglorified flashlight capable of producing rapid pulses of hard light in sufficient quantity as to immolate, maim and otherwise incapacitate the Japanese. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "scatter_laser" "item_iconname" "scatter_laser" "image_inventory" "backpack/weapons/w_models/w_scatter_laser" "model_world" "models/weapons/w_models/w_scatter_laser.mdl" "model_player" "models/weapons/v_models/v_scatter_laser_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "32" // Coilgun laser! "mod max primary clip override" "-1" "damage bonus hidden" "6.67" "hidden primary max ammo bonus" "0.05" "ragdolls become ash" "1" } "attributes" // The stats here are kinda weird, for now { "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } "energy weapon no ammo" { "attribute_class" "mod_ammo_per_shot" "value" "-1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "3" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.75" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Pomson.Single" "sound_burst" "Weapon_Pomson.SingleCrit" // "sound_reload" "Weapon_Pomson.Reload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------- //--------------------- //--SWAT BATON - 9034-- //--------------------- //--------------------- "9034" { "name" "The Healer's Shield" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Healer's Shield" "item_type_name" "Baton" "item_description" " Protect and hit. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "baton" "item_iconname" "baton" "extra_wearable" "models/player/items/medic/batonshield_shield.mdl" "image_inventory" "backpack/weapons/w_models/w_batonshield" "model_world" "models/weapons/w_models/w_batonshield.mdl" "model_player" "models/weapons/v_models/v_batonshield_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "5.0" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "30" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.615" } "health drain" { "attribute_class" "add_health_regen" "value" "-4" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_BaseballBat.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_pole_pickup.wav" "drop_sound" "#ui/item_wood_pole_drop.wav" } //------------------------------- //------------------------------- //--METAL MACHINE PISTOL - 9035-- // V5.3.1 Mag size increased from 20 to 30, damage penalty raised, rate of fire increased //------------------------------- //------------------------------- "9035" { "name" "The Scrap Sentinel" "prefab" "weapon_pistol" // Defined manually so Scout doesn't have it! "show_in_armory" "1" "baseitem" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Scrap Sentinel" "item_type_name" "Machine Pistol" "item_description" "Default Clip: 20 Rounds Why do I have this when that one-hand tommy exists? The answer... more gun. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "auto_pistol" "item_iconname" "auto_pistol" "image_inventory" "backpack/weapons/w_models/w_auto_pistol" "model_world" "models/weapons/w_models/w_auto_pistol.mdl" "model_player" "models/weapons/v_models/v_auto_pistol_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { // "mod max primary clip override" "-1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.67" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.60" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "mod use metal ammo type" // This attribute is a little weird. { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_PistolFC.Single" "sound_burst" "Weapon_PistolFC.SingleCrit" "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- //--ENGINEER ZAPPER - 9036-- // V5.2 Damage bonus removed //-------------------------- //-------------------------- "9036" { "name" "The Personal Death Ray" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_coilgun" "item_type_name" "#TF_Weapon_Coilgun" "item_name" "Personal Death Ray" "item_description" "Alt-Fire: Charge up for more damage Lasers fly upwards 'That'll cut'cha back down to size.' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "item_logname" "zapper" "item_iconname" "zapper" "image_inventory" "backpack/weapons/w_models/w_zapper" "model_world" "models/weapons/w_models/w_zapper.mdl" "model_player" "models/weapons/v_models/v_zapper_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { // "override projectile type" "2" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "-1.5" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.25" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.8" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.2" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_Zapper.Single" "sound_burst" "Weapon_Zapper.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------- //---------------------------- //--SHIELD SCATTERGUN - 9037-- //---------------------------- //---------------------------- "9037" { "name" "The Silencer" "prefab" "weapon_scattergun" "baseitem" "1" "show_in_armory" "1" "item_quality" "rarity3" "item_logname" "silencer" "item_iconname" "silencer" "item_type_name" "#TF_WEAPON_SCATTERGUN" "item_name" "Silencer" "item_description" "On Hit: Gain a protective aura for 3 seconds Shhh! I've got somethin' to say - so shut up before this gun shuts you up! Model by: 'Svdl' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" // "image_inventory_size_w" "128" // "image_inventory_size_h" "82" "image_inventory" "backpack/weapons/w_models/w_silencer" "model_world" "models/weapons/w_models/w_silencer.mdl" "model_player" "models/weapons/v_models/v_silencer_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.80" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.80" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.90" } "add condition on hit" { "attribute_class" "add_onhit_addcond_self" "value" "111 3" } } "visuals" { "sound_single_shot" "Weapon_Silencer.Single" "sound_burst" "Weapon_Silencer.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--BULKY PISTOL - 9038-- //----------------------- //----------------------- "9038" { "name" "The Covert Contrarian" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Covert Contrarian" "item_type_name" "#TF_Weapon_Pistol" "item_description" " Slow and steady now... Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "suppressed_suppressor" "item_iconname" "suppressed_suppressor" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "image_inventory" "backpack/weapons/w_models/w_suppressed_suppressor" "model_world" "models/weapons/w_models/w_suppressed_suppressor.mdl" "model_player" "models/weapons/v_models/v_suppressed_suppressor_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "max health additive bonus" // { // "attribute_class" "add_maxhealth" // "value" "30" // } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.30" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2.40" } } "visuals" { "sound_single_shot" "Weapon_Suppressed_Pistol.Single" "sound_burst" "Weapon_Suppressed_Pistol.SingleCrit" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--SUPPORT PDA - 9039---- // V5.1 Left as is, don't agree with Tangarine's 50% build speed nerf //------------------------ //------------------------ "9039" { "name" "The Handy Partner" "prefab" "weapon_pda" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "PDA: Handy Partner" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" " Makes support buildings build faster and increases the Dispenser's range at the cost of reducing the Sentry's construction speed by 50% Weapon from: Tangerine Paint and Grunt's Weapon Addons" "image_inventory" "backpack/weapons/w_models/w_handy_partner_pda" "model_world" "models/weapons/w_models/w_handy_partner_pda.mdl" "model_player" "models/weapons/v_models/v_handy_partner_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "engy dispenser radius increased" { "attribute_class" "mult_dispenser_radius" "value" "3.5" } "engineer dispenser build rate multiplier" { "attribute_class" "dispenser_build_rate_multiplier" "value" "3.5" } "engineer teleporter build rate multiplier" { "attribute_class" "teleporter_build_rate_multiplier" "value" "3.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "reload time increased hidden" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.5" } // "reload time increased hidden" // { // "attribute_class" "mult_maxammo_metal" // "value" "0.75" // } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------- //----------------------------------- //--TEST PYRO FLAMETHROWER 2 - 9040-- // V5.3.1 Heal on afterburn removed //----------------------------------- //----------------------------------- "9040" { "name" "The Combustion Cannon" "prefab" "weapon_flamethrower" "item_class" "tf_weapon_rocketlauncher" // Fun fact; the Dragon's Fury in live TF2 is -also- a heavily modified Rocket Launcher. "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Combustion Cannon" "item_type_name" "Fireball Launcher" "item_description" "This weapon cannot Airblast Launches balls of fire that explode and ignite enemies on hit Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "combustion_cannon" "item_iconname" "combustion_cannon" "image_inventory" "backpack/weapons/w_models/w_explothrower" "model_world" "models/weapons/w_models/w_explothrower.mdl" "model_player" "models/weapons/v_models/v_explothrower_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" // How to convert a Rocket Launcher into... whatever this is!! { "mod max primary clip override" "-1" "rocket limited lifetime" "0.5" // Rockets explode after about 0.45s, vaguely the range of where it usually went. // "hidden primary max ammo bonus" "2" // Doubles the ammo capacity to about 40 // "fire rate penalty hidden" "0.85" // Boosts the fire rate just a bit to make up for, well, not having the boost. "damage bonus hidden" "0.3" // Nerfs the damage to about 27-ish. Let's not make this Rocketlauncher-but-better! "crit mod disabled hidden" "0" // Only hidden since apparently it says this thing can't random crit. Weird but reasonable. } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.5" } "Set DamageType Ignite" // You know. This is a Pyro weapon. Of course it lights people on fire! { "attribute_class" "set_dmgtype_ignite" "value" "1" } // "heal on afterburn" // { // "attribute_class" "add_burn_heals" // "value" "3" // } "crit vs non burning players" { "attribute_class" "or_crit_vs_not_playercond" "value" "1" } // "blast radius increased" // { // "attribute_class" "mult_explosion_radius" // "value" "1.25" // } "airblast disabled" // Display Only! Since this is a modified Rocket Launcher, it can't, well... airblast. { "attribute_class" "strange_restriction_type_1" "value" "1" } "maxammo primary reduced" { "attribute_class" "mult_reload_time" "value" "0.5" } "fire rate penalty" // Display Only! Since this is a modified Rocket Launcher, it can't, well... airblast. { "attribute_class" "set_scattergun_no_reload_single" "value" "1.17647059" } "damage penalty" { "attribute_class" "mult_dispenser_radius" "value" "0.54" } // "projectile speed decreased" // { // "attribute_class" "mult_projectile_speed" // "value" "0.8" // } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.5" // 5s should be... decent? } "custom projectile model" // Technique from the Cow Mangler! Makes it so they look like fireballs (again) { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } // Backend stuff "voice pitch scale" // HACKY WORKAROUND. Sometimes, you can set a completely different attribute name to force different text to appear. Or not appear. { "attribute_class" "blast_dmg_to_self" "value" "0.65" } "damage force increase hidden" // And, if that one happens to be hidden... then it means you can hide otherwise unhidable info! { "attribute_class" "mult_dmgself_push_force" "value" "0.25" } } "visuals" { "sound_single_shot" "Weapon_RetroRPG.Single" "sound_burst" "Weapon_RetroRPG.SingleCrit" "sound_empty" "Weapon_DragonsFury.PressureBuildStop" "sound_reload" "Weapon_DragonsFury.PressureBuildStop" "sound_special1" "Weapon_Airstrike.Explosion" "animation_replacement" // These would be the Airblast animations, for visual consistency! { //The Attacking Animations "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--FRONTIER JUSTICE - 9041-- // Replaced by New Old //--------------------------- //--------------------------- // "9041" // { // "name" "The Frontier Justice" // "prefab" "weapon_shotgun" // "show_in_armory" "1" // "item_slot" "primary" // // "propername" "1" // "item_name" "Frontier Justice" // "item_type_name" "#TF_Weapon_Shotgun" // "item_description" "This weapon has reduced pellet count // //Revenge not needed." // "item_logname" "frontier_justice" // "item_iconname" "frontier_justice2" // "image_inventory" "backpack/weapons/c_models/c_frontierjustice/c_frontierjustice" // "model_world" "models/weapons/w_models/w_frontierjustice.mdl" // "model_player" "models/weapons/v_models/v_frontierjustice_engineer.mdl" // Has another draw animation. // "extra_wearable" "models/player/items/engineer/engineer_cowboy_hat.mdl" // "attach_to_hands" "2" // "used_by_classes" // { // "engineer" "1" // } // "attributes" // { // "critboost on kill" // { // "attribute_class" "add_onkill_critboost_time" // "value" "3" // } // "damage bonus" // { // "attribute_class" "mult_dmg" // "value" "1.9" // } // "damage penalty" // { // "attribute_class" "mult_repair_value" // "value" "0.9" // } // "spread penalty" // { // "attribute_class" "mult_spread_scale" // "value" "1.33" // } // "sentry shoots projectile" // { // "attribute_class" "set_sentry_projectile" // "value" "1" // } // "crit mod disabled" // { // "attribute_class" "mult_crit_chance" // "value" "0" // } // "custom projectile model" // ...? I have no idea if this even works. // { // "attribute_class" "custom_projectile_model" // "value" "models/weapons/w_models/w_nail.mdl" // } // // Backend stuff // "voice pitch scale" // { // "attribute_class" "mult_bullets_per_shot" // "value" "0.5" // } // "crit vs wet players hidden" // { // "attribute_class" "or_crit_vs_playercond" // "value" "262144" // } // } // "visuals" // { // "sound_single_shot" "Weapon_FrontierJustice.Single" // "sound_burst" "Weapon_FrontierJustice.SingleCrit" // } // "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" // "drop_sound" "#ui/item_heavy_gun_drop.wav" // } //---------------------- //---------------------- //--ROBRO GHOST - 9042-- // V5.3.1 Reduced health regen from 4hp/s to 3hp/s // V5.3.4 No longer applies flat damage resistance, added primary ammo buff //---------------------- //---------------------- "9042" { "name" "The Geared Up Ghost" "prefab" "weapon_armor" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary. Wearable from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "item_slot" "secondary" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "104" "image_inventory" "backpack\player\items\all_class\pet_robro" "model_player" "models\player\items\all_class\pet_robro.mdl" "used_by_classes" { "scout" "secondary" "soldier" "secondary" "pyro" "secondary" "demoman" "secondary" "heavy" "secondary" "engineer" "secondary" "medic" "melee" "sniper" "secondary" "spy" "melee" } "act_as_wearable" "1" "attributes" { "health regen" { "attribute_class" "add_health_regen" "value" "3" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.25" } // Backend stuff. // "heal on afterburn" // "damage bonus hidden" // { // "attribute_class" "add_burn_heals" // Pyro // "value" "3" // } // "voice pitch scale" // Spy // { // "attribute_class" "mult_cloak_meter_consume_rate" // "value" "0.7" // } // "damage force increase hidden" // { // "attribute_class" "mult_dmgself_push_force" // "value" "0.25" // } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#weapons/sentry_finish.wav" "drop_sound" "#weapons/sentry_upgrading7.wav" } //--------------------------- //--------------------------- //--SUPPORT SHOTGUN - 9043-- //--------------------------- //--------------------------- "9043" { "name" "The Shock Shot" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "propername" "1" "item_name" "Shock Shot" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Projectiles cannot repair buildings Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "morgan" "item_iconname" "morgan" "image_inventory" "backpack/weapons/w_models/w_morgan" "model_world" "models/weapons/w_models/w_morgan.mdl" "model_player" "models/weapons/v_models/v_morgan_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "ragdolls become ash" "1" "override projectile type" "30" // Classic ol' Tranq Dart "damage bonus hidden" "5" // About 30 accounting for the lack of damage rampup?? "no damage falloff over distance" "1" } "attributes" // The stats here are kinda weird, for now { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.8" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "custom projectile model" // Changes it to the repair claw. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_repair_claw.mdl" } } "visuals" { "sound_single_shot" "Weapon_Morgan.Single" "sound_burst" "Weapon_Morgan.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--GUN SPY HAND CANNON - 9044-- //------------------------------ //------------------------------ "9044" { "name" "The Combat Pragmatist" "prefab" "weapon_revolver" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_logname" "linfiltre" "item_iconname" "linfiltre" "item_type_name" "#TF_Weapon_Revolver" "item_name" "Combat Pragmatist" "item_description" " The reasonable thing to do when SHTF. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_linfiltre" "model_world" "models/weapons/w_models/w_linfiltre.mdl" "model_player" "models/weapons/v_models/v_linfiltre_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } // "damage penalty" // { // "attribute_class" "mult_dmg" // "value" "0.9" // } "cloak consume rate increased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "10" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "150" } } "visuals" { "sound_single_shot" "Weapon_HandCannon.Single" "sound_burst" "Weapon_HandCannon.SingleCrit" } } //--------------------- //--------------------- //--ASTRAL BOW - 9045-- // V5.3.2 Disabled due to causing server crashes //--------------------- //--------------------- "9045" { "name" "TF_WEAPON_SPACE_BOW" "prefab" "rarity3 weapon_huntsman" "show_in_armory" "0" "item_quality" "rarity3" "item_slot" "primary" "propername" "1" "item_name" "Monarch" "item_type_name" "#TF_Weapon_CompoundBow" "item_description" " It isn't poison, these arrows just cause tetanus mate." "anim_slot" "item2" "item_logname" "space_bow" "item_iconname" "space_bow" "image_inventory" "backpack/weapons/w_models/w_astral_assassin" "model_world" "models/weapons/w_models/w_astral_assassin.mdl" "model_player" "models/weapons/v_models/v_astral_assassin_sniper.mdl" "flip_viewmodel" "0" "attach_to_hands" "2" // "used_by_classes" // { // "sniper" "1" // } "static_attrs" { "override projectile type" "30" "no damage falloff over distance" "1" "allowed in medieval mode" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "2" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.25" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_astral_arrow.mdl" } } "visuals" { "sound_single_shot" "Weapon_AstralAssassin.Single" "sound_burst" "Weapon_AstralAssassin.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------------- //---------------------------------- //--SCOUT SLUG SCATTERGUN 2 - 9046-- //---------------------------------- //---------------------------------- "9046" { "name" "The Twin-Barrel Tempest" "prefab" "weapon_scattergun" "show_in_armory" "1" "item_quality" "rarity3" "baseitem" "1" "propername" "1" "item_name" "Twin-Barrel Tempest" "item_type_name" "Break-Action Scattergun" "item_description" "This weapon fires a high damage slug round Strangely enough, it doesn't come with a scope. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "tempest" "item_iconname" "tempest" "image_inventory" "backpack/weapons/w_models/w_tempest" "model_world" "models/weapons/w_models/w_tempest.mdl" "model_player" "models/weapons/v_models/v_tempest_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" "reload time increased hidden" "2.8666" } "attributes" { "provide on active" // To prevent some weirdness when reloading your pistols? { "attribute_class" "provide_on_active" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.1" } // "damage penalty" // { // "attribute_class" "mult_repair_value" // "value" "0.85" // } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "10" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "static_attrs" { "class select override vcd" "class_select_nailgun" } "visuals" // This is just for consistency! { "sound_single_shot" "Weapon_Tempest.Single" "sound_burst" "Weapon_Tempest.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--SOLDIER CHINA LAKE - 9047-- // V5.3.1 Firerate bonus removed, 20% damage penalty applied //----------------------------- //----------------------------- "9047" { "name" "TF_WEAPON_LAKESIDE_PRIDE" "prefab" "weapon_shotgun" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_logname" "lakeside_rl" "item_iconname" "lakeside_rl" "item_type_name" "...Pump-Action Grenade Launcher?" "item_name" "Lakeside Pride" "item_class" "tf_weapon_rocketlauncher" "item_description" " Grenades are for chumps, real men fire rockets out of their Grenade Launchers! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_lakeshot" "model_world" "models/weapons/w_models/w_lakeshot.mdl" "model_player" "models/weapons/v_models/v_lakeshot_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "class select override vcd" "taunt02_v1" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.25" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.67" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.45" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.75" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_law_small.mdl" } } "visuals" { "sound_single_shot" "Weapon_Lakeside.Shoot" "sound_burst" "Weapon_Lakeside.ShootCrit" "sound_reload" "Weapon_GrenadeLauncherDM.DrumLoad" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--FIRE HOSE TFC - 9048-- //------------------------ //------------------------ "9048" { "name" "TF_WEAPON_TFC_FLAMETHROWER" "prefab" "weapon_flamethrower" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Arsonist's Aria" "item_type_name" "Fire Hose" "item_description" " The 'aria' part comes from the screams of the one closest to you. Incendiary rockets not included. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "tfc_firehose" "item_iconname" "tfc_firehose" "image_inventory" "backpack/weapons/w_models/w_tfc_flamethrower" "model_world" "models/weapons/w_models/w_tfc_flamethrower.mdl" "model_player" "models/weapons/v_models/v_tfc_flamethrower_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.33" } "flame size penalty" // Increases the range to the side of the flames slightly { "attribute_class" "mult_flame_size" "value" "0.6" } "weapon burn time decreased" { "attribute_class" "mult_wpn_burntime" "value" "0.5" } "airblast cost increased" { "attribute_class" "mult_airblast_cost" "value" "2.5" } } "visuals" { "sound_single_shot" "Weapon_FireHose.FireStart" "sound_special1" "Weapon_FireHose.FireLoop" "sound_burst" "Weapon_FireHose.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--BIRDSHOT SHOTGUN -9049 -- //----------------------------------- //----------------------------------- "9049" { "name" "TF_WEAPON_BIRDSHOT_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "propername" "1" "item_name" "VogelJager" // If you translate the name in english it means Bird Hunter which is the opposite of medic's interest in his pet Archimedes :p "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Hmmm it seems here that you have lead poising on you're chest - Let me make zhat worse for you! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "birdshot_medic" "item_iconname" "defender" "image_inventory" "backpack/weapons/w_models/w_shell_shock" "model_world" "models/weapons/w_models/w_shell_shock.mdl" "model_player" "models/weapons/v_models/v_shell_shock_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.50" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } } "visuals" { "sound_single_shot" "Weapon_ShellShock.Single" "sound_burst" "Weapon_ShellShock.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------- //---------------- //--SCOUT MACHINE PISTOL - 9050-- //---------------- //---------------- "9050" { "name" "TF_WEAPON_MACHINEPISTOL" "prefab" "weapon_pistol" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Speed Sweeper" "item_type_name" "Machine Pistol" "item_description" " Ey Knucklehead, In a blink of an eye you'll be seein' red if you don't dodge this! Model by: 'XylemTube' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "speed_sweeper_scout" "item_iconname" "pistol" "image_inventory" "backpack/weapons/w_models/w_speed_sweeper" "model_world" "models/weapons/w_models/w_speed_sweeper.mdl" "model_player" "models/weapons/v_models/v_speed_sweeper_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.70" } "clip size bonus" // 40 { "attribute_class" "mult_clipsize" "value" "1.7" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.9" } "damage penalty" // 9 { "attribute_class" "mult_dmg" "value" "0.6" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } } "visuals" { "sound_single_shot" "Weapon_SpeedSweeper.Single" "sound_burst" "Weapon_SpeedSweeper.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN SOLDIER- 9051------ //----------------------------- //----------------------------- "9051" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " Listen here maggot, if you dare step on my capture point - You will be exterminated!, got that creampuff? Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "long_shotgun_soldier" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.10" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN PYRO- 9052------ //----------------------------- //----------------------------- "9052" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "long_shotgun_pyro" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.10" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN ENGINEER- 9053------ //----------------------------- //----------------------------- "9053" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " Boy this 'ere gun was made by the texans for the texans and there's no denying that. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "long_shotgun_engineer" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.10" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN HEAVY- 9054------ //----------------------------- //----------------------------- "9054" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " Now this is heavy shotgun for heavy! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "long_shotgun_heavy" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.10" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--ENGINEER SLUG SCATTERGUN- 9055------ //----------------------------- //----------------------------- "9055" { "name" "TF_WEAPON_SLUG_SHOTGUN_ENGINEER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "propername" "1" "item_name" "Twin-Barrel Tempest" "item_type_name" "Break-Action Scattergun" "item_description" "This weapon fires a high damage slug round Just got a bigger one than that city boy's conversion! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "long_tempest" "item_iconname" "tempest" "image_inventory" "backpack/weapons/w_models/w_long_tempest" "model_world" "models/weapons/w_models/w_long_tempest.mdl" "model_player" "models/weapons/v_models/v_long_tempest_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.12" } "reload time increased hidden" { "attribute_class" "mult_reload_time" "value" "2.35" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_empty" "Weapon_Null" // Since it happens often "sound_single_shot" "Weapon_LongTempest.Single" "sound_burst" "Weapon_LongTempest.SingleCrit" "sound_reload" "Weapon_SuperShotGun.WorldReload" "sound_special1" "Weapon_Null" // Test, might remove if people don't like it "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" // BEEFY fire animations! "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--LEVER RIFLE SNIPER - 9056-- //-------------------------- //-------------------------- "9056" // The idea with this weapon was to make a "support" Sniper Rifle - where instead of picking off key targets, Sniper "marks" key targets for nearby teammates to go after. The most experimental of the bunch, so this might change in the future. { "name" "TF_WEAPON_CANBERRA_CARBINE" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Canberra Carbine" "item_type_name" "Lever-Action Rifle" "item_description" " Sometimes i'm able to spin flip the lever on the bugger though - But I just can't get it right. Model by: 'Svdl' Animations by: 'Sparkwire' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "lever_carbine" "item_iconname" "wa2k_marker" "image_inventory" "backpack/weapons/w_models/w_canberra_carbine" "model_world" "models/weapons/w_models/w_canberra_carbine.mdl" "model_player" "models/weapons/v_models/v_canberra_carbine_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "50" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "25" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.30" } "maxammo primary decreased" { "attribute_class" "mult_maxammo_primary" "value" "1.25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.3" } "damage penalty" // DISPLAY ONLY, since the Hunting Rifle is a bit buggy for my purposes. { "attribute_class" "mult_dmg" "value" "0.9" } } "visuals" { "sound_single_shot" "Weapon_Canberra.Single" "sound_burst" "Weapon_Canberra.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--ENGINEER AA12 - 9057--- //---------------------- //---------------------- "9057" { "name" "TF_WEAPON_AA12_REPEATER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" // So it ejects Shotgun shells and generally acts like a Shotgun. "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "anim_slot" "primary" "propername" "1" "item_name" "Russian Repeater" "item_type_name" "Auto-Shotgun" "item_description" " This gun may not be a texan's gun of choice - But it certainly get's my approval! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "aa12_repeater" "item_iconname" "aa12_repeater" "image_inventory" "backpack/weapons/w_models/w_aa12_repeater" "model_world" "models/weapons/w_models/w_aa12_repeater.mdl" "model_player" "models/weapons/v_models/v_aa12_repeater_engineer.mdl" // It can't reload currently. "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "mod max primary clip override" "-1" "hidden primary max ammo bonus" "1.28" // Increases ammo capacity from 32 to 45 "class select override vcd" "taunt02" // Same deal as the HMG! } "attributes" { "mod no reload DISPLAY ONLY" // This is merging the hide-weapon trick with a display-only attribute! { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.7" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.1" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "maxammo secondary reduced" // Since this is a primary shotgun, but doesn't share the Shotgun's ammo pool, this "cuts into" the Shotgun's ammo a bit by decreasing it. { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_AA12_Repeater.Single" "sound_burst" "Weapon_AA12_Repeater.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--KRISS VECTOR - 9058--- //---------------------- //---------------------- "9058" { "name" "TF_WEAPON_KRISS_VECTOR" "prefab" "weapon_smg" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Kriss Kutter" "item_type_name" "#TF_Weapon_SMG" "item_description" " 'This is just gettin' started' Model by: 'Choev' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "kriss_vector" "item_iconname" "smg" "image_inventory" "backpack/weapons/c_models/c_viper/c_viper" "model_world" "models/weapons/w_models/w_vector.mdl" "model_player" "models/weapons/v_models/v_vector_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size bonus" // 40 { "attribute_class" "mult_clipsize" "value" "1.6" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.6" } "damage penalty" // 9 { "attribute_class" "mult_dmg" "value" "0.83" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_Vector.Single" "sound_burst" "Weapon_Vector.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------- //--------------------- //--M14 SNIPER - 9059-- // V5.3.1 Damage penalty changed (15 to 20%) and +25hp added, 10% headshot multiplier added //--------------------- //--------------------- "9059" { "name" "The County Killer" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" // "anim_slot" "secondary" "item_class" "tf_weapon_hunterrifle" "propername" "1" "item_name" "County Killer" "item_type_name" "Battle Rifle" "item_description" " I heard the Americans in 'Nam couldn't handle these so they were given to us. Dunno what their problem is, I can handle their recoil just fine. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "m14" "item_iconname" "m14" "image_inventory" "backpack/weapons/w_models/w_m14" "model_world" "models/weapons/w_models/w_m14.mdl" "model_player" "models/weapons/v_models/v_m14_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" // "scattergun no reload single" "1" // "reload time increased hidden" "3.25" // "damage bonus hidden" "5.5" "class select override vcd" "class_select_revrifle" } "attributes" // The stats here are kinda weird, for now { "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } "headshot damage increase" { "attribute_class" "headshot_damage_modify" "value" "1.1" } // "max health additive bonus" // { // "attribute_class" "add_maxhealth" // "value" "25" // } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.667" // 40 } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" // 8 } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_SECONDARY" } "sound_single_shot" "Weapon_M14.Single" "sound_burst" "Weapon_M14.SingleCrit" "sound_reload" "Weapon_SMG.worldreload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--PROTOTYPE SHOTGUN - 9060-- // V5.3.4 Changed from Soldier to Demoman //---------------------------- //---------------------------- "9060" { "name" "The Shell Shocker" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" // "item_slot" "primary" "anim_slot" "secondary" "item_slot" "secondary" "item_class" "tf_weapon_shotgun_soldier" "propername" "1" "item_name" "Shell Shocker" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has limited range This weapon fires a high damage slug round 'If you were huntin' trouble, lad, ya found it!' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "prototype_shotgun" "item_iconname" "prototype_shotgun" "image_inventory" "backpack/weapons/w_models/w_grenadelauncher_dm_shotgun" "model_world" "models/weapons/w_models/w_grenadelauncher_dm_shotgun.mdl" "model_player" "models/weapons/v_models/v_grenadelauncher_dm_shotgun_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { // "class select override vcd" "taunt02_v1" // Both taunt variants have voice lines, so I just chose the one with the more fitting line // "override projectile type" "30" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" // The main crux! However, blast jumping is a little strange with this weapon.. "value" "1" } // "blast radius increased" // { // "attribute_class" "mult_explosion_radius" // "value" "3" // } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.2" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.05" } // Backend stuff "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "10" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_ProtoShot.Single" "sound_burst" "Weapon_ProtoShot.SingleCrit" "sound_reload" "Weapon_GrenadeLauncherDM.DrumLoad" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // "9060" // { // "name" "Shell Shocker" // "prefab" "weapon_shotgun" // "show_in_armory" "0" // "item_slot" "secondary" // "propername" "1" // "item_name" "Shell Shocker" // "item_type_name" "#TF_Weapon_Shotgun" // "item_description" "This weapon has limited range //This weapon fires a high damage slug round // //Turns out loading explosives into a shotgun wasn't a bad idea." // "item_logname" "prototype_shotgun" // "item_iconname" "prototype_shotgun" // "image_inventory" "backpack/weapons/w_models/w_prototype_shotgun" // "model_world" "models/weapons/w_models/w_prototype_shotgun.mdl" // "model_player" "models/weapons/v_models/v_prototype_shotgun_soldier.mdl" // "attach_to_hands" "2" // "used_by_classes" // { // "soldier" "1" // } // "static_attrs" // { // "class select override vcd" "taunt02_v1" // Both taunt variants have voice lines, so I just chose the one with the more fitting line // } // "attributes" // { // "explosive bullets" // { // "attribute_class" "explosive_bullets" // The main crux! However, blast jumping is a little strange with this weapon.. // "value" "1" // } // "spread penalty" // { // "attribute_class" "mult_spread_scale" // "value" "2" // } // "Projectile range decreased" // { // "attribute_class" "mult_projectile_range" // "value" "0.10" // } // // Backend stuff // "reload time increased hidden" // { // "attribute_class" "mult_bullets_per_shot" // "value" "0.1" // } // "voice pitch scale" // { // "attribute_class" "mult_dmg" // "value" "10" // } // } // "visuals" // { // "sound_single_shot" "Weapon_ProtoShot.Single" // "sound_burst" "Weapon_ProtoShot.SingleCrit" // "sound_reload" "Weapon_Shotgun.Reload" // } // "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" // "drop_sound" "#ui/item_heavy_gun_drop.wav" // } //--------------------------------- //--------------------------------- //--BLEED GRENADE LAUNCHER - 9061-- // V5.1 Nerfed, for good reason, this thing was busted //--------------------------------- //--------------------------------- "9061" { "name" "TF_WEAPON_BLAST_LAUNCHER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Shrapnel Slinger" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" "+50% blast damage from blast jumps Grenade shrapnel injuries are not a pretty thing, lad. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "howitzer" "item_iconname" "howitzer" "image_inventory" "backpack/weapons/w_models/w_artillery_cannon" "model_world" "models/weapons/w_models/w_artillery_cannon.mdl" "model_player" "models/weapons/v_models/v_artillery_cannon_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.5" } // "clip size penalty" // { // "attribute_class" "mult_clipsize" // "value" "0.5" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } // Backend stuff "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "1.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_artillery_grenade_demo.mdl" } } "visuals" { "sound_single_shot" "Weapon_Howitzer.Single" "sound_burst" "Weapon_Howitzer.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------- //-------------------------------- //--HOTLINE MIAMI MACHETE - 9062-- //-------------------------------- //-------------------------------- "9062" { "name" "The Massachusetts Marauder" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity3" "item_logname" "scout_machete" "item_iconname" "scout_machete" "propername" "1" "item_name" "Boston Brutalizer" "item_type_name" "Machete" "image_inventory" "backpack/weapons/w_models/w_scout_machete" "item_description" "This weapon has increased range Why yes, I do like hurting chuckheads. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "model_world" "models/weapons/w_models/w_scout_machete.mdl" "model_player" "models/weapons/v_models/v_scout_machete.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { // "fire rate penalty hidden" "1.6" "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.33" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.6" } // "mark self on miss" // { // "attribute_class" "self_mark_for_death_on_miss" // "value" "3.0" // } } "visuals" { "sound_melee_miss" "Weapon_Knife.Miss" "sound_melee_hit" "Weapon_Club.HitFlesh" "sound_melee_hit_world" "Weapon_Club.HitWorld" "sound_burst" "Weapon_Knife.MissCrit" } } //------------------------- //------------------------- //--SOVIET SWEEPER - 9063-- // V5.3.1 Removed damage penalty //------------------------- //------------------------- "9063" { "name" "The Soviet Sweeper" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" // So it ejects Shotgun shells and generally acts like a Shotgun. "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Soviet Sweeper" "item_type_name" "Auto-Shotgun" "item_description" " This ain't your ordinary street sweeper. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "soviet_sweeper" "item_iconname" "soviet_sweeper" "image_inventory" "backpack/weapons/w_models/w_soviet_sweeper" "model_world" "models/weapons/w_models/w_soviet_sweeper.mdl" "model_player" "models/weapons/v_models/v_soviet_sweeper_heavy.mdl" // It can't reload currently. "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "mod max primary clip override" "-1" "hidden primary max ammo bonus" "1.28" // Increases ammo capacity from 32 to 45 "class select override vcd" "taunt02" // Same deal as the HMG! } "attributes" { "mod no reload DISPLAY ONLY" // This is merging the hide-weapon trick with a display-only attribute! { "attribute_class" "mod max primary clip override" "value" "-1" } // "bleeding duration" // { // "attribute_class" "bleeding_duration" // "value" "1" // } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-50" } "maxammo secondary reduced" // Since this is a primary shotgun, but doesn't share the Shotgun's ammo pool, this "cuts into" the Shotgun's ammo a bit by decreasing it. { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.85" } // Backend stuff "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "8.5" } } "visuals" { "sound_single_shot" "Weapon_AK_Sweeper.Single" "sound_burst" "Weapon_AK_Sweeper.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--ENGINEER MAC 10 - 9064-- // V5.2 Upped mag size to match with scouts // V5.3.1 Reduced damage output (25% penalty instead of 15%), removed draw speed bonus //-------------------------- //-------------------------- "9064" { "name" "The Malicious Mac" "item_class" "tf_weapon_pistol" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Malicious Mac" "item_type_name" "#TF_Weapon_SMG" "item_description" " You know I have than darn thing on me. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "mac_smg" "item_iconname" "mac_smg" "image_inventory" "backpack/weapons/w_models/w_mac_smg" "model_world" "models/weapons/w_models/w_mac_smg.mdl" "model_player" "models/weapons/v_models/v_mac_smg_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" // "scout" "1" } "model_player_per_class" { "engineer" "models/weapons/v_models/v_mac_smg_engineer.mdl" // "scout" "models/weapons/v_models/v_mac_smg_scout.mdl" } "attributes" { "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.85" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.15" } } "visuals" { "sound_single_shot" "Weapon_SMG_DM.Single" "sound_burst" "Weapon_SMG_DM.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------- //------------------------------- //--GYROJET PISTOL- 9065 - 9066-- //------------------------------- //------------------------------- "9065" { "name" "The Jetsetter" "prefab" "weapon_pistol" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_logname" "gyrojet" "item_iconname" "gyrojet" // "item_type_name" "Hand Cannon" // "item_type_name" "...Rocket Launcher?" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Jetsetter" "item_description" "This weapon has no damage falloff Now that is a hand cannon. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_gyrojet" "model_world" "models/weapons/w_models/w_gyrojet.mdl" "model_player" "models/weapons/v_models/v_gyrojet_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "secondary" } "model_player_per_class" { "scout" "models/weapons/v_models/v_gyrojet_scout.mdl" "engineer" "models/weapons/v_models/v_gyrojet_engineer.mdl" } // "static_attrs" // { // "damage bonus hidden" "2.66" // "clip size penalty hidden" "0.6" // "fire rate penalty hidden" "3.55" // "hidden secondary max ammo penalty" "0.18" // } "attributes" { "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "3.75" } } "visuals" // This is just for consistency! { // "animation_replacement" // { // "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" // "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" // "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" // } "sound_single_shot" "Weapon_Gyrojet.Single" "sound_burst" "Weapon_Gyrojet.SingleCrit" } } "9066" { "name" "The Jetsetter" "prefab" "weapon_pistol" "baseitem" "1" "item_quality" "rarity3" "show_in_armory" "1" "item_logname" "gyrojet" "item_iconname" "gyrojet" // "item_type_name" "Hand Cannon" // "item_type_name" "...Rocket Launcher?" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Jetsetter" "item_description" "This weapon has no damage falloff A prototype that was lost in Fawkes' desk. Rather than inert bullets, Gyrojets fire small rockets called Microjets which have little recoil. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_gyrojet" "model_world" "models/weapons/w_models/w_gyrojet.mdl" "model_player" "models/weapons/v_models/v_gyrojet_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "secondary" } // "static_attrs" // { // "damage bonus hidden" "2.66" // "clip size penalty hidden" "0.6" // "fire rate penalty hidden" "3.55" // "hidden secondary max ammo penalty" "0.18" // } "attributes" { "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "3.75" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.18" } } "visuals" // This is just for consistency! { // "animation_replacement" // { // "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" // "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" // "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" // } "sound_single_shot" "Weapon_Gyrojet.Single" "sound_burst" "Weapon_Gyrojet.SingleCrit" } } //--------------------- //--------------------- //--HALO MAGNUM- 9067-- // V5.3.6 Fuck this, we cursed now. Changed from a pistol to a throwable. // V5.3.7 Sneaky damage buff :D //--------------------- //--------------------- // "9067" // { // "name" "Forerunner" // "prefab" "weapon_pistol" // "baseitem" "1" // "show_in_armory" "0" // "item_logname" "m6g" // "item_iconname" "m6g" // "item_type_name" "#TF_Weapon_Pistol" // "item_name" "Forerunner" // "item_description" " //You needed a weapon and now you have it." // "propername" "1" // "image_inventory" "backpack/weapons/w_models/w_m6g" // "model_world" "models/weapons/w_models/w_m6g.mdl" // "model_player" "models/weapons/v_models/v_m6g_scout.mdl" // "attach_to_hands" "2" // "used_by_classes" // { // "scout" "secondary" // } // "attributes" // { // "damage bonus" // { // "attribute_class" "mult_dmg" // "value" "2.33" // } // "weapon spread bonus" // { // "attribute_class" "mult_spread_scale" // "value" "0.5" // } // "clip size penalty" // { // "attribute_class" "mult_clipsize" // "value" "0.75" // } // "fire rate penalty" // { // "attribute_class" "mult_postfiredelay" // "value" "2" // } // "maxammo secondary reduced" // { // "attribute_class" "mult_maxammo_secondary" // "value" "0.5" // } // "maxammo primary reduced" // { // "attribute_class" "mult_maxammo_primary" // "value" "0.1" // } // } // "visuals" // { // "sound_single_shot" "Weapon_M6G.Single" // "sound_burst" "Weapon_M6G.SingleCrit" // } // } "9067" { "name" "Forerunner" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "baseitem" "1" "item_logname" "m6g" "item_iconname" "m6g" "item_type_name" "Throwable Pistol" "item_name" "Forerunner" "item_description" "You needed a weapon and now you have it. Weapon from: Tangerine Paint and Grunt's Weapon Addons Edited by: 'Reagy'" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_m6g" "model_world" "models/weapons/custom/w_models/w_cursed_magnum.mdl" "model_player" "models/weapons/custom/v_models/v_cursed_magnum.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "1.75" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" } "attributes" { "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_cursed_magnum_projectile.mdl" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.5" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.01" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "0.5" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0" } } "visuals" { "sound_single_shot" "Cleaver.Single" "sound_burst" "Cleaver.Single" "sound_special1" "Weapon_Crowbar_HL1.HitWorld" "sound_special2" "Weapon_Crowbar_HL1.HitWorld" "sound_special3" "Cleaver.Single" } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- //--FINAL COMBAT NEEDLER - 9068-- // V5.1 Reworked, actually usable now // V5.3.1 Removed from scout and given to soldier // V5.3.4 Increased projectile speed //------------------------------------- //------------------------------------- "9068" { "name" "Heavy Nail Gun" // "prefab" "weapon_nailgun" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" // "anim_slot" "primary" "anim_slot" "secondary" // "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "'Heavy Nail Gun'" "item_type_name" "#TF_Weapon_Nailgun" // "item_description" " //Oh come on, who botches a marksman rifle that badly?" "item_description" " What? Its not meant to shoot nails? Weapon from: Tangerine Paint and Grunt's Weapon Addons Edited by: 'Reagy'" "item_logname" "nailgun" "item_iconname" "nailgun" "image_inventory" "backpack/weapons/w_models/w_soviet_souvenir" "model_world" "models/weapons/w_models/w_soviet_souvenir_soldier.mdl" "model_player" "models/weapons/v_models/v_soviet_souvenir_scout.mdl" "extra_wearable" "models/player/items/custom/soldier/going_commando.mdl" "attach_to_hands" "2" "used_by_classes" { // "scout" "1" "soldier" "1" } "static_attrs" { "class select override vcd" "taunt02_v2" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.5" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.8" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2" } } "visuals" { // "animation_replacement" // { // "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_ITEM2" // "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_ITEM2" // "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_ITEM2" // } "sound_single_shot" "Weapon_TommyGun.Single" "sound_burst" "Weapon_TommyGun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------------------- //---------------------------------------- //--DIGGER DOWN UNDER SET - 9069 - 9070 -- //---------------------------------------- //---------------------------------------- "9069" { "name" "TF_WEAPON_MATILDA" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_hunterrifle" "propername" "0" "item_name" "Miss Matilda" // "item_name" "''Huot m8''" "item_type_name" "#TF_Weapon_SniperRifle" "item_description" "100% critical hit vs overhealed players Sometimes, the rough-types can't do it themselves. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "auto_matilda" "item_iconname" "auto_matilda" "image_inventory" "backpack/weapons/w_models/w_auto_matilda" "model_world" "models/weapons/w_models/w_auto_matilda.mdl" "model_player" "models/weapons/v_models/v_auto_matilda_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" } "attributes" { "provide on active" // Yes, these escape if I don't do this. { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.45" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "crit vs wet players hidden" { "attribute_class" "or_crit_vs_playercond" "value" "262144" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_SECONDARY" } "sound_single_shot" "Weapon_AWS.Single" "sound_burst" "Weapon_AWS.SingleCrit" "sound_reload" "Weapon_SMG.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9070" { "name" "The Hamilton Hellraiser" "prefab" "weapon_smg" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_quality" "rarity3" "item_name" "Hamilton Hellraiser" "item_type_name" "#TF_Weapon_SMG" "item_description" " 'I'm runnin' outta places to put holes in ya.' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "hellraiser" "item_iconname" "hellraiser" "image_inventory" "backpack/weapons/w_models/w_hellraiser" "model_world" "models/weapons/w_models/w_hellraiser.mdl" "model_player" "models/weapons/v_models/v_hellraiser_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { // "override projectile type" "0" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.75" } "crit vs bleeding players" { "attribute_class" "crit_vs_bleeding_players" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.67" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Tommy.Single" "sound_burst" "Weapon_Tommy.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--SUPPORT PDA - 9071--- // V5.3.1 HP boost reduced from 75 to 50 //------------------------ //------------------------ "9071" { "name" "Brawn Over Brain" "prefab" "weapon_pda" "show_in_armory" "0" "item_quality" "rarity3" "item_name" "PDA: Brawn Over Brain" "item_type_name" "#TF_Weapon_PDA_Engineer" // "item_quality" "rarity2" "item_description" " Slows down the construction speed of all buildings by 50% and increases their metal cost by 50 metal." "image_inventory" "backpack/weapons/w_models/w_handy_partner_pda" "model_world" "models/weapons/w_models/w_handy_partner_pda.mdl" "model_player" "models/weapons/v_models/v_handy_partner_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "50" } // Backend Stuff "reload time increased hidden" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.5" } "reload time increased hidden" { "attribute_class" "dispenser_build_rate_multiplier" "value" "0.6" } "damage bonus hidden" { "attribute_class" "teleporter_build_rate_multiplier" "value" "0.6" } "centerfire projectile" // The centerfire attribute shines here, over the AA Gun. { "attribute_class" "building_cost_reduction" "value" "50" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------- //----------------------------- //--BATTLE ENGI WRENCH - 9072-- //----------------------------- //----------------------------- "9072" { "name" "The Masterkey" "prefab" "weapon_wrench" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "melee" "propername" "1" "item_name" "Masterkey" "item_type_name" "#TF_Weapon_Wrench" "item_description" " 'I'm done playin' games with you, boy.' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "masterkey" "item_iconname" "masterkey" "image_inventory_size_w" "128" "image_inventory_size_h" "104" "image_inventory" "backpack/weapons/w_models/w_masterkey" "model_world" "models/weapons/w_models/w_masterkey.mdl" "model_player" "models/weapons/v_models/v_masterkey_engineer.mdl" // Has another draw animation. "extra_wearable" "models/player/items/engineer/engineer_cowboy_hat.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.06666667" } "engineer sentry build rate multiplier" { "attribute_class" "sentry_build_rate_multiplier" "value" "3" } "sentry shoots projectile" { "attribute_class" "set_sentry_projectile" "value" "1" } // "upgrade rate decrease" // { // "attribute_class" "upgrade_rate_mod" // "value" "0.6" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" // ...? I have no idea if this even works. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_nail.mdl" } } "visuals" { "player_bodygroups" { "hat" "1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //-- Shell shocker 2 - 9073 -- //----------------------------- //----------------------------- "9073" { "name" "The Shell Shocker" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_quality" "rarity3" // "item_slot" "primary" "anim_slot" "secondary" "item_slot" "secondary" "item_class" "tf_weapon_shotgun_soldier" "propername" "1" "item_name" "Shell Shocker" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has limited range This weapon fires a high damage slug round Why limit yourself to just one explosion, private!? Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "prototype_shotgun" "item_iconname" "prototype_shotgun" "image_inventory" "backpack/weapons/w_models/w_prototype_shotgun" "model_world" "models/weapons/w_models/w_prototype_shotgun.mdl" "model_player" "models/weapons/v_models/v_prototype_shotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { // "class select override vcd" "taunt02_v1" // Both taunt variants have voice lines, so I just chose the one with the more fitting line // "override projectile type" "30" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" // The main crux! However, blast jumping is a little strange with this weapon.. "value" "1" } // "blast radius increased" // { // "attribute_class" "mult_explosion_radius" // "value" "3" // } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "damage penalty" { "attribute_class" "melee_range_multiplier" "value" "0.85" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.2" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.1" } // Backend stuff "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "8.5" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_ProtoShot.Single" "sound_burst" "Weapon_ProtoShot.SingleCrit" "sound_reload" "Weapon_GrenadeLauncherDM.DrumLoad" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--BACKUP RIFLE - 9074--- //------------------------ //------------------------ "9074" { "name" "The Close Ranged Cobber" "prefab" "weapon_smg" "item_class" "tf_weapon_pistol_scout" "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "secondary" "propername" "1" "item_name" "Close Ranged Cobber" "item_type_name" "Bolt-Action Rifle" "item_description" "Enemies hit by this weapon are launched upwards and away from you This weapon has damage ramp up Not this time, mate. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "anim_slot" "primary" "item_logname" "de_lisle" "item_iconname" "de_lisle" // "item_iconname" "d2_sniper" "image_inventory" "backpack/weapons/w_models/w_silent_sight_noscope" "model_world" "models/weapons/w_models/w_silent_sight_noscope.mdl" "model_player" "models/weapons/v_models/v_silent_sight_noscope_sniper.mdl" "flip_viewmodel" "0" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "allowed in medieval mode" "1" "mod max primary clip override" "-1" } "attributes" { "fire rate bonus" { "attribute_class" "melee_range_multiplier" "value" "0.9" } "voice pitch scale" { "attribute_class" "mult_maxammo_secondary" "value" "0.4167" } "damage penalty" { "attribute_class" "minigun_no_spin_sounds" "value" "0.8" } // Backend stuff "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "2.66666667" } "reload time increased hidden" { "attribute_class" "mult_postfiredelay" "value" "9" } // "damage force increase hidden" // { // "attribute_class" "mult_dmgself_push_force" // "value" "2" // } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "400" } "apply look velocity on damage" { "attribute_class" "apply_look_velocity_on_damage" "value" "200" } "crit vs wet players hidden" // lol. { "attribute_class" "or_crit_vs_playercond" "value" "262144" // TF_COND_HEALTH_OVERHEALED } } "visuals" { "sound_single_shot" "Weapon_DeLisle.Single" "sound_burst" "Weapon_DeLisle.SingleCrit" "sound_empty" "Weapon_Widowmaker.Empty" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------- //--------------------------------- //--CYBERPUNK REVOLVER WHY - 9075-- //--------------------------------- //--------------------------------- "9075" { "name" "The Silverhand" "prefab" "weapon_revolver" "show_in_armory" "1" "item_quality" "rarity3" "propername" "1" "item_name" "Silverhand" "item_type_name" "#TF_Weapon_Revolver" "item_description" "On Hit: Lose up to 10 health 'Bitches LOVE cannons!' - Jeremy Jones Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "silverhand" "item_iconname" "silverhand" "image_inventory" "backpack/weapons/w_models/w_silverhand" "model_world" "models/weapons/w_models/w_silverhand.mdl" "model_player" "models/weapons/v_models/v_silverhand_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "heal on kill" // "heal on hit for rapidfire" { "attribute_class" "heal_on_kill" "value" "35" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.35" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "strange restriction type 1" // So you don't start with totally full health on transforming - more impactful for light classes { "attribute_class" "add_onhit_addhealth" // "heal_on_kill" "value" "-10" } } "visuals" { "sound_single_shot" "Weapon_Silverhand.Single" "sound_burst" "Weapon_Silverhand.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------- //---------------------- //--SCOUT TORCH - 9076-- //---------------------- //---------------------- "9076" { "name" "The Firestarter" "prefab" "weapon_bat" "show_in_armory" "1" "item_quality" "rarity3" "item_class" "tf_weapon_wrench" "propername" "1" "item_name" "Firestarter" "item_type_name" "Torch" "item_description" "Afterburn deals no damage Look ma, I'm playin' with fire! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "scout_torch" "item_iconname" "scout_torch" "image_inventory_size_w" "128" "image_inventory_size_h" "104" "image_inventory" "backpack/weapons/w_models/w_torch" "model_world" "models/weapons/w_models/w_torch.mdl" "model_player" "models/weapons/v_models/v_torch_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { // "fire rate penalty hidden" "0.625" "damage bonus hidden" "0.40385" } "attributes" { "damage applies to sappers" { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.75" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "crit vs burning players" { "attribute_class" "or_crit_vs_playercond" "value" "1" } "damage penalty" { "attribute_class" "mult_reload_time" "value" "0.75" } "fire rate penalty" { "attribute_class" "mult_clipsize" "value" "1.6" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.00" } "damage force increase hidden" { "attribute_class" "mult_construction_value" "value" "0" } "voice pitch scale" { "attribute_class" "mult_wpn_burndmg" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_Bottle.HitWorld" "sound_single_shot" "Weapon_Bottle.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar_HL1.HitWorld" "sound_double_shot" "Weapon_Knife.HitFlesh" "sound_double_shot_npc" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------- //--------------------- //--SPY RAPIER - 9077-- //--------------------- //--------------------- "9077" { "name" "The Rogue's Rapier" "prefab" "weapon_knife" "item_class" "tf_weapon_club" "item_quality" "rarity3" "show_in_armory" "1" "propername" "1" "item_name" "Rogue's Rapier" "item_type_name" "Rapier" "item_description" "-75% damage vs buildings This weapon cannot backstab En garde! Model by: 'spike nitros' Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "rapier" "item_iconname" "rapier" "image_inventory" "backpack/weapons/w_models/w_rapier" "model_world" "models/weapons/w_models/w_rapier.mdl" "model_player" "models/weapons/v_models/v_rapier_spy.mdl" "extra_wearable" "models/hats/spy/spy_zorro/spy_zorro.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { // "fire rate penalty hidden" "1.6" // "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "keep disguise" // Makes it so you don't undisguise when shooting! { "attribute_class" "set_keep_disguise" "value" "1" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "1.37" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "+25" } "damage bonus" { "attribute_class" "mod_rocket_gravity" "value" "1.625" } "dmg penalty vs buildings" // So you can't just cheese your way through Engi nests. { "attribute_class" "mult_dmg_vs_buildings" "value" "0.25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } // Backend stuff "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "1" // "2.285" // "1.23" } // "reload time increased hidden" // { // "attribute_class" "mult_postfiredelay" // "value" "1.6" // } } "visuals" { "sound_melee_miss" "Weapon_Knife.Miss" "sound_melee_hit" "Weapon_Knife.HitFlesh" "sound_melee_hit_world" "Weapon_Knife.HitWorld" "sound_burst" "Weapon_Knife.MissCrit" } } //------------------------------- //------------------------------- //--SOLDIER SHOTGUN VEST - 9078-- //------------------------------- //------------------------------- "9078" // This is a wearable vest for Soldier that gives him faster movement and more ammo - in exchange for an item slot. Hmm. Better think about it, yeah? { "name" "The Flak Vest" "item_class" "tf_wearable" // Yes! This is a wearable item - like the Gunboats, or the Cozy Camper from live. "show_in_armory" "1" "item_quality" "rarity3" "item_slot" "primary" // I may or may not have been inspired by the Armored Core from ctf2w "equip_region" "grenades" // Probably vestigial, not sure. "anim_slot" "FORCE_NOT_USED" // I actually need these here, for once. This item doesn't load from a prefab, so it needs info for the bounding boxes of the icons! "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Flak Vest" "item_type_name" "Vest" "item_description" " You maggots better run before I pump your asses full of lead! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "image_inventory" "backpack/workshop/player/items/soldier/spr17_flakcatcher/spr17_flakcatcher" "model_player" "models/workshop/player/items/soldier/spr17_flakcatcher/spr17_flakcatcher.mdl" "used_by_classes" { "soldier" "1" } "loadondemand" "1" "act_as_wearable" "1" "attributes" { "maxammo secondary increased" // Because you have no Rocket Launcher { "attribute_class" "mult_maxammo_secondary" "value" "1.5" } "move speed bonus" // Makes you move at the same speed as Medic { "attribute_class" "mult_player_movespeed" "value" "1.25" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "visuals" { "player_bodygroups" { "grenades" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- //--MEDIC SMG TEST 9079 --- //-------------------------- //-------------------------- "9079" { "name" "medic smg" "prefab" "weapon_syringegun" // "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" // "item_slot" "secondary" "item_quality" "rarity3" // "anim_slot" "melee" // "image_inventory_size_w" "128" // "image_inventory_size_h" "82" "propername" "1" "item_name" "Frenchie's Firearm" "item_type_name" "''Super SMG''" "item_description" " An Assault Rifle Mislabled as an SMG, how did that happen? Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "famas" "item_iconname" "smg" "image_inventory" "backpack/weapons/w_models/w_smg" "model_world" "models/weapons/w_models/w_famas_medic.mdl" "model_player" "models/weapons/v_models/v_famas.mdl" // "extra_wearable" "models/player/items/demo/demo_scotchbonnet.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "override projectile type" "1" // hitscan // "allowed in medieval mode" "1" // "min_viewmodel_offset" "10 0 -10" // Same deal as the gas can. } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "damage penalty" { "attribute_class" "mod_rocket_gravity" // DISPLAY ONLY "value" "0.625" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.33" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.2" } // Backend stuff. "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "0.5" } "airblast vulnerability multiplier hidden" // Some attributes have text that displays, but don't work - unfortunately... { "attribute_class" "mult_clipsize" "value" "0.625" } } "visuals" { "sound_single_shot" "Weapon_Famas.Single" "sound_burst" "Weapon_Famas.SingleCrit" "sound_reload" "Weapon_Famas.WorldReload" "tracer_effect" "bullet_scattergun_tracer01" // "tracer_effect" "bullet_revrrifle_tracer01" // It's strict, though, so don't expect much out of these. } // "mouse_pressed_sound" "#ui/item_paint_can_pickup.wav" // "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------- //-------------------- //--BOB PDA - 9080 --- //-------------------- //-------------------- "9080" { "name" "Pip-boy 1950" "prefab" "weapon_pda" "show_in_armory" "1" "propername" "0" "item_name" "PDA: Pip-boy 1950" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_quality" "rarity3" "item_description" "Slows down the construction speed of all buildings by 33% and increases their metal cost by 20 metal. Patrolling the gravel pits almost makes you wish for a nuclear winter. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "image_inventory" "backpack/weapons/w_models/w_handy_partner_pda" "model_world" "models/player/items/engineer/bet_pb.mdl" "extra_wearable" "models/player/items/engineer/bet_pb.mdl" "model_player" "models/weapons/v_models/v_bet_pb_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "upgrade rate decrease" { "attribute_class" "upgrade_rate_mod" "value" "0.4" } "Repair rate decreased" { "attribute_class" "mult_repair_value" "value" "0.2" } // Backend Stuff "reload time increased hidden" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.67" } "reload time increased hidden" { "attribute_class" "dispenser_build_rate_multiplier" "value" "0.67" } "damage bonus hidden" { "attribute_class" "teleporter_build_rate_multiplier" "value" "0.67" } "centerfire projectile" { "attribute_class" "building_cost_reduction" "value" "20" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------- //-------------- //--MPX - 9081-- //-------------- //-------------- "9081" { "name" "The Down Under Dinker" "prefab" "weapon_smg" // "item_class" "tf_weapon_smg" "show_in_armory" "0" "item_logname" "mpx" "item_iconname" "smg" "item_type_name" "#TF_Weapon_SMG" "item_quality" "rarity3" "item_name" "Down Under Dinker" "item_description" "On Hit: Gain a protective aura for 3 seconds This weapon has no damage falloff I ain't so sure where this thing came from or why it looks like this, but I like it. Weapon from: Tangerine Paint and Grunt's Weapon Addons" "propername" "1" // "item_slot" "primary" // "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/wip/w_mpx" "model_world" "models/weapons/w_models/w_mpx.mdl" "model_player" "models/weapons/v_models/v_mpx_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "secondary" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.67" } // "damage bonus" // { // "attribute_class" "mult_dmg" // "value" "1.2" // } // "move speed penalty" // { // "attribute_class" "mult_player_movespeed" // "value" "0.8" // } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.1" } "maxammo secondary reduced" // Some attributes have text that displays, but don't work - unfortunately... { "attribute_class" "mult_maxammo_secondary" "value" "0.8" } // Backend Stuff "add condition on hit" { "attribute_class" "add_onhit_addcond_self" "value" "111 3" } } "visuals" { "sound_single_shot" "Weapon_MPX.Single" "sound_burst" "Weapon_MPX.SingleCrit" "sound_reload" "Weapon_SMG.WorldReload" } } //---------------------- //---------------------- //--STUNBRELLA - 9082 -- //---------------------- //---------------------- "9082" { "name" "The Stunbrella" "prefab" "weapon_umbrella" "show_in_armory" "0" "item_quality" "rarity3" "item_name" "Stunbrella" "item_type_name" "#TF_Weapon_Umbrella" "item_description" "Allies around you get stunned Now you can be an absolute detriment to your team! Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "umbrella" "item_iconname" "umbrella" "image_inventory" "backpack/weapons/w_models/w_umbrella" "model_world" "models/weapons/w_models/w_crowbar_civilian.mdl" "model_player" "models/weapons/v_models/v_crowbar_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" // So he isn't posing strangely with the Crowbar in the Character Select screen! "min_viewmodel_offset" "5 0 -10" } "attributes" { "civ boost aura override" { "attribute_class" "add_civ_aura_override" "value" "109 2" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------- //----------------------- //--FC MAXIM GUN - 9083-- // V5.3.7 Disabled //----------------------- //----------------------- "9083" { "name" "Conflict Closer" "prefab" "weapon_minigun" "show_in_armory" "0" "item_quality" "rarity3" "propername" "1" "item_name" "Conflict Closer" "item_type_name" "Heavy Machine Gun" "item_description" " 'Man, seeing the big guy wield this thing brings me back...' - Striker Weapon from: Tangerine Paint and Grunt's Weapon Addons" "item_logname" "fc_maxim" "item_iconname" "fc_maxim" "item_quality" "rarity2" "image_inventory" "backpack\weapons\c_models\c_maxim\c_maxim" "model_world" "models/weapons/c_models/c_maxim/c_maxim.mdl" "model_player" "models/weapons/c_models/c_maxim/c_maxim.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { // "maxammo primary increased" "1.5" // "Projectile speed increased" "1.75" // "damage bonus" "1.33" // "fire rate penalty" "0.25" // "override projectile type" "29" } "attributes" { "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.85" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.8" } "minigun no spin sounds" { "attribute_class" "minigun_no_spin_sounds" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } } "visuals" { "sound_empty" "Weapon_Pistol.ClipEmpty" "sound_double_shot" "Weapon_Maxim.Fire" "sound_burst" "Weapon_Maxim.FireCrit" "sound_special1" "Weapon_AAGun.WindUp" "sound_special2" "Weapon_AAGun.WindDown" "sound_special3" "Weapon_AAGun.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------------------------// //-- Fred's Fight Starters v0.3.1 --// // v5.3.7 Disabled some items due to dupes etc // //--------------------------------------------------// //-------------------------------- //-------------------------------- //--THE SPIT FIRE - 9900-- // V5.3.7 Disabled - Plan to rework //-------------------------------- //-------------------------------- "9900" { "name" "TF_WEAPON_SPITFIRE" "prefab" "weapon_rocketlauncher" "item_class" "tf_weapon_rocketlauncher" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "primary" "anim_slot" "primary" "propername" "1" "item_name" "Spit Fire" "item_type_name" "Rocket Launcher" //Break// "item_description" "'Rain fire apon your enemies!' Model by: 'Ertz' Weapon from: Fred's Fight Starters" //Break// "item_logname" "spitfire" "item_iconname" "spitfire" "image_inventory" "backpack/spitfire/spitfire.vtf" "model_world" "models/weapons/c_models/c_spitfire/w_spitfire.mdl" "model_player" "models/weapons/c_models/c_spitfire/v_model/v_spitfire.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "0" } "static_attrs" { } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.25" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.40" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_SpitFire.Single" "sound_burst" "Weapon_SpitFire.SingleCrit" } } //-------------------------------- //-------------------------------- //--THE DEPUTY - 9901-- //-------------------------------- //-------------------------------- "9901" { "name" "TF_WEAPON_DEPUTY" "prefab" "weapon_pistol" "item_class" "tf_weapon_pistol" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Deputy" "item_type_name" "Western Necessity" //Break// "item_description" "'It's high noon somewhere!' Model by: 'Ertz' Weapon from: Fred's Fight Starters" //Break// "item_logname" "deputy" "item_iconname" "deputy" "image_inventory" "backpack/deputy/deputy.vtf" "model_world" "models/weapons/c_models/c_deputy/c_deputy_world/c_mateba_wordmodel.mdl" "model_player" "models/weapons/c_models/c_deputy/c_deputy.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.67" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_Deputy.Single" "sound_burst" "Weapon_Deputy.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" } } //-------------------------------- //-------------------------------- //--THE PIGEON-FANCIER'S COOP - 9902-- //-------------------------------- //-------------------------------- "9902" { "name" "TF_WEAPON_COOP" "prefab" "weapon_medigun" "item_class" "tf_weapon_medigun" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Pigeon-Fancier's Coop" "item_type_name" "Medical Birdcage" //Break// "item_description" "'Its take your pet to work day!' Model by: 'Evil_Knevil' Weapon from: Fred's Fight Starters" //Break// "item_logname" "pigeoncoop" "item_iconname" "pigeoncoop" "image_inventory" "backpack/pidgeoncoop/pidgeoncoop.vtf" "model_world" "models/weapons/c_models/c_pidgeoncoop/c_pidgeoncoop.mdl" "model_player" "models/weapons/c_models/c_pidgeoncoop/v_model/v_pidgeoncoop.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { } "attributes" { "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.20" } "ubercharge rate bonus" { "attribute_class" "mult_medigun_uberchargerate" "value" "1.75" } "ubercharge overheal rate penalty" { "attribute_class" "mult_medigun_overheal_uberchargerate" "value" "0.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-35" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE CONDIMENT CANNON - 9904-- // Potential rework needed //-------------------------------- //-------------------------------- "9904" { "name" "TF_WEAPON_CONDCANNON" "prefab" "weapon_pistol" "item_class" "tf_weapon_pistol" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Condiment Cannon" "item_type_name" "Easy Squeeze Condiment Container" //Break// "item_description" "'Adds excitement to any snack!' Model by: 'Harry.tf' Weapon from: Fred's Fight Starters" //Break// "item_logname" "condimentcannon" "item_iconname" "condimentcannon" "image_inventory" "backpack/condimentcannon/condimentcannon.vtf" "model_world" "models/weapons/c_models/c_condimentcannon/w_condimentcannon.mdl" "model_player" "models/weapons/c_models/c_condimentcannon/v_model/v_condimentcannon.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "30" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.35" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_Condiment.Single" "sound_burst" "Weapon_Condiment.SingleCrit" "sound_special1" "Weapon_Condiment.Single" } } //-------------------------------- //-------------------------------- //--THE VETERAN'S REPEATER - 9905-- // V5.3.7 Disabled - Rework planned //-------------------------------- //-------------------------------- "9905" { "name" "TF_WEAPON_VETRIFLE" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_soldier" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Veteran's Repeater" "item_type_name" "Vintage Carbine" //Break// "item_description" "'Pin, Point, and Puncture!' Model by: 'Harry.tf' Weapon from: Fred's Fight Starters" //Break// "item_logname" "vetrifle" "item_iconname" "vetrifle" "image_inventory" "backpack/vetrifle/vetrifle.vtf" "model_world" "models/weapons/c_models/c_vetrifle/w_vetrifle.mdl" "model_player" "models/weapons/c_models/c_vetrifle/v_model/v_vetrifle.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0" } "damage bonus" { "attribute_class" "mult_dmg" "value" "10" } "clip size penalty hidden" { "attribute_class" "mult_clipsize" "value" "-0.3" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2.5" } "bullets per shot penalty" { "attribute_class" "mult_bullets_per_shot" "value" "0.10" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE SHORT ROUND - 9906-- // V5.3.7 Disabled //-------------------------------- //-------------------------------- "9906" { "name" "TF_WEAPON_SHORTROUND" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_primary" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "primary" "anim_slot" "primary" "propername" "1" "item_name" "Short Round" "item_type_name" "Modified Shotgun" //Break// "item_description" "'Brains beats Brawns in my humble opinion!' Model by: 'Ertz' Weapon from: Fred's Fight Starters" //Break// "item_logname" "shortround" "item_iconname" "shortround" "image_inventory" "backpack/shortround/shortround.vtf" "model_world" "models/weapons/c_models/c_shortround/w_shortround.mdl" "model_player" "models/weapons/c_models/c_shortround/v_model/v_shortround.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "0" } "static_attrs" { } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // This is just for the flavor text. "mark for death" { "attribute_class" "mark_for_death" "value" "1" } // Mark for death doesnt work so I have to use this :/ "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 3" } "bullets per shot penalty" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE INSANERATOR - 9908-- //-------------------------------- //-------------------------------- "9908" { "name" "TF_WEAPON_INSANERATOR" "item_class" "tf_weapon_flaregun" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "ITEM1" "propername" "1" "item_name" "Insanerator" "item_type_name" "Handheld Furnace" //Break// "item_description" "'Choo Choo!' Model by: 'Sparkwire & Natko' Weapon from: Fred's Fight Starters" //Break// "item_logname" "insanerator" "item_iconname" "insanerator" // No Prefab as the flaregun prefab adds a the '100% crits burning targets' line to the weapon no matter what. "image_inventory" "backpack/insanerator/insanerator.vtf" "image_inventory_size_w" "128" // We add this because there is no prefab for the weapon. "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_insanerator/w_insanerator.mdl" "model_player" "models/weapons/c_models/c_insanerator/v_model/v_insanerator.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" // This make the taunt unable to be interupted by Thriller! "min_viewmodel_offset" "10 0 -10" // Because I didnt specify a prefab for this weapon I need to manually set the perameters for the min_viewmodel. } "attributes" { "override projectile type" { "attribute_class" "override_projectile_type" "value" "2" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "7.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.35" } "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.75" } // I'm unsure how much I like this model. it takes so long to appear ingame I might scrap it in the future for just a rocket model. "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_coal_projectile.mdl" } } "visuals" { "sound_single_shot" "Weapon_Insanerator.Single" "sound_burst" "Weapon_Insanerator.SingleCrit" "sound_reload" "Weapon_Insanerator.WorldReload" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //--THE BIG BORIS - 9909-- //-------------------------------- //-------------------------------- "9909" { "name" "TF_WEAPON_BIGBORIS" "item_class" "tf_weapon_shotgun_hwg" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Big Boris" "item_type_name" "Elephant Hunting Shotgun" //Break// "item_description" "'This thing will kill anything, and everything in a 10 foot radius of said thing' Model by: 'FiveEyes' Weapon from: Fred's Fight Starters" //Break// "item_logname" "bigboris" "item_iconname" "bigboris" "image_inventory" "backpack/bbomber/bbomber.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_bbomber/w_bbomber.mdl" "model_player" "models/weapons/c_models/c_bbomber/v_model/v_bbomber.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.15" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.75" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.66" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "bullets per shot penalty" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } // This silently adds the attributes to the weapon. "voice pitch scale" { "attribute_class" "mult_dmgself_push_force" "value" "0.35" } "hand scale" { "attribute_class" "blast_dmg_to_self" "value" "1.35" } } "visuals" { "sound_single_shot" "Weapon_BBomber.Single" "sound_burst" "Weapon_BBomber.SingleCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //--THE DIDGERIDOOM - 9910-- // V5.3.7 Disabled - Rework planned //-------------------------------- //-------------------------------- "9910" { "name" "TF_WEAPON_DDOOM" "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_sniperrifle" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "propername" "1" "item_name" "Didgeridoom" "item_type_name" "Blowgun" //Break// "item_description" "'That ones a biggin!' Model by: 'the one free-man' Weapon from: Fred's Fight Starters" //Break// "item_logname" "ddoom" "item_iconname" "ddoom" "image_inventory" "backpack/ddoom/ddoom.vtf" "model_world" "models/weapons/c_models/c_ddoom/w_ddoom.mdl" "model_player" "models/weapons/c_models/c_ddoom/v_model/v_ddoom.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "0" } "static_attrs" { } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mark for death" { "attribute_class" "mark_for_death" "value" "1.5" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 1.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.667" } } "visuals" { "sound_single_shot" "Weapon_DDoom.Single" "sound_burst" "Weapon_DDoom.SingleCrit" } } //-------------------------------- //-------------------------------- //--LAST RESORT SOLDIER - 9911-- //-------------------------------- //-------------------------------- "9911" { "name" "TF_WEAPON_LASTRESORT" "item_class" "tf_weapon_club" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "0" "item_name" "Last Resort" "item_type_name" "Hand Axe" //Break// "item_description" "'They will be quaking in their boots!' Model by: 'Arxthiri' Weapon from: Fred's Fight Starters" //Break// "item_logname" "lastresort" "item_iconname" "lastresort" "image_inventory" "backpack/lastresort/lastresort.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_lastresort/w_lastresort.mdl" "model_player" "models/weapons/c_models/c_lastresort/v_model/v_lastresort.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.77" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } } "visuals" { "sound_melee_hit" "Weapon_Sword.HitFlesh" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //--LAST RESORT DEMO - 9912-- //-------------------------------- //-------------------------------- "9912" { "name" "TF_WEAPON_LASTRESORT" "item_class" "tf_weapon_club" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "0" "item_name" "Last Resort" "item_type_name" "Hand Axe" //Break// "item_description" "'They will be quaking in their boots!' Model by: 'Arxthiri' Weapon from: Fred's Fight Starters" //Break// "item_logname" "lastresort" "item_iconname" "lastresort" "image_inventory" "backpack/lastresort/lastresort.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_lastresort/w_lastresort.mdl" "model_player" "models/weapons/c_models/c_lastresort/v_model/v_lastresort.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.77" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } } "visuals" { "sound_melee_hit" "Weapon_Sword.HitFlesh" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //--BOLSHEVIK'S BREW - 9913-- // V5.3.7 Disabled //-------------------------------- //-------------------------------- "9913" { "name" "TF_WEAPON_BBREW" "prefab" "weapon_minigun" "item_class" "tf_weapon_minigun" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "primary" "anim_slot" "primary" "propername" "0" "item_name" "Bolshevik's Brew" "item_type_name" "Weaponized Keg" //Break// "item_description" "'Feeling tipsy my friend? It might be the lead!' Model by: 'OverPowered & Others' Weapon from: Fred's Fight Starters" //Break// "item_logname" "bbrew" "item_iconname" "bbrew" "image_inventory" "backpack/minibrew/minibrew.vtf" "model_world" "models/weapons/c_models/c_minibrew/w_minibrew.mdl" "model_player" "models/weapons/c_models/c_minibrew/v_model/v_minibrew.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "0" } "static_attrs" { } "attributes" { "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.7" } } "visuals" { "sound_empty" "Weapon_BBB.ClipEmpty" "sound_double_shot" "Weapon_BBB.Fire" "sound_burst" "Weapon_BBB.FireCrit" "sound_special1" "Weapon_BBB.WindUp" "sound_special2" "Weapon_BBB.WindDown" "sound_special3" "Weapon_BBB.Spin" } } //-------------------------------- //-------------------------------- //--THE PUMP SHOT (ENGIE) - 9914-- //-------------------------------- //-------------------------------- "9914" { "name" "TF_WEAPON_PUMPSHOT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "propername" "1" "item_name" "Pump Shot" "item_type_name" "Shotgun" //Break// "item_description" "'Time to break out the old boomstick!' Model by: 'Papyesh' Weapon from: Fred's Fight Starters" //Break// "item_logname" "pumpshot" "item_iconname" "pumpshot" "image_inventory" "backpack/pumpshot/pumpshot.vtf" "model_world" "models/weapons/c_models/c_pumpshot/w_pumpshot.mdl" "model_player" "models/weapons/c_models/c_pumpshot/v_model/v_pumpshot_engie.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "0" } "static_attrs" { } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.4" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE PUMP SHOT (HEAVY) - 9915-- //-------------------------------- //-------------------------------- "9915" { "name" "TF_WEAPON_PUMPSHOT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Pump Shot" "item_type_name" "Shotgun" //Break// "item_description" "'Time to break out the old boomstick!' Model by: 'Papyesh' Weapon from: Fred's Fight Starters" //Break// "item_logname" "pumpshot" "item_iconname" "pumpshot" "image_inventory" "backpack/pumpshot/pumpshot.vtf" "model_world" "models/weapons/c_models/c_pumpshot/w_pumpshot.mdl" "model_player" "models/weapons/c_models/c_pumpshot/v_model/v_pumpshot_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.4" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE PUMP SHOT (PYRO) - 9916-- //-------------------------------- //-------------------------------- "9916" { "name" "TF_WEAPON_PUMPSHOT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Pump Shot" "item_type_name" "Shotgun" //Break// "item_description" "'Time to break out the old boomstick!' Model by: 'Papyesh' Weapon from: Fred's Fight Starters" //Break// "item_logname" "pumpshot" "item_iconname" "pumpshot" "image_inventory" "backpack/pumpshot/pumpshot.vtf" "model_world" "models/weapons/c_models/c_pumpshot/w_pumpshot.mdl" "model_player" "models/weapons/c_models/c_pumpshot/v_model/v_pumpshot_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.4" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE PUMP SHOT (SOLDIER) - 9917-- //-------------------------------- //-------------------------------- "9917" { "name" "TF_WEAPON_PUMPSHOT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "propername" "1" "item_name" "Pump Shot" "item_type_name" "Shotgun" //Break// "item_description" "'Time to break out the old boomstick!' Model by: 'Papyesh' Weapon from: Fred's Fight Starters" //Break// "item_logname" "pumpshot" "item_iconname" "pumpshot" "image_inventory" "backpack/pumpshot/pumpshot.vtf" "model_world" "models/weapons/c_models/c_pumpshot/w_pumpshot.mdl" "model_player" "models/weapons/c_models/c_pumpshot/v_model/v_pumpshot_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.4" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE BOMBARDMENT - 9918-- // Potential rework //-------------------------------- //-------------------------------- "9918" { "name" "TF_WEAPON_BOMBARD" "prefab" "weapon_grenade_launcher" "item_class" "tf_weapon_grenadelauncher" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Bombardment" "item_type_name" "Hand-Held Howitzer" //Break// "item_description" "'You wont find a tank in sight!' Model by: 'Papyesh' Weapon from: Fred's Fight Starters" //Break// "item_logname" "bombard" "item_iconname" "bombard" "image_inventory" "backpack/bombard/bombard.vtf" "model_world" "models/weapons/c_models/c_bombard/w_bombard.mdl" "model_player" "models/weapons/c_models/c_bombard/v_model/v_bombard.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "0" } "static_attrs" { } "attributes" { "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.25" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.67" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.7" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE POWDER KEG - 9919-- // V5.3.7 Disabled //-------------------------------- //-------------------------------- "9919" { "name" "TF_WEAPON_POWDERKEG" "prefab" "weapon_stickybomb_launcher" "item_class" "tf_weapon_pipebomblauncher" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "secondary" "anim_slot" "primary" "propername" "1" "item_name" "Powder Keg" "item_type_name" "Stickybomb Launcher" //Break// "item_description" "'Scatter your enemies like your bombs!' Model by: 'Ertz' Weapon from: Fred's Fight Starters" //Break// "item_logname" "powderkeg" "item_iconname" "powderkeg" "image_inventory" "backpack/powderkeg/powderkeg.vtf" "model_world" "models/weapons/c_models/c_powder_keg/w_powder_keg.mdl" "model_player" "models/weapons/c_models/c_powder_keg/v_model/v_powder_keg.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "0" } "static_attrs" { } "attributes" { "stickybomb charge rate" { "attribute_class" "stickybomb_charge_rate" "value" "0" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.6" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.2" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } } "visuals" { } } //-------------------------------- //-------------------------------- //--THE HIT INDUCTION - 9920-- //-------------------------------- //-------------------------------- "9920" { "name" "TF_WEAPON_COILWRENCH" "prefab" "weapon_wrench" "item_class" "tf_weapon_wrench" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "1" "item_name" "Hit Induction" "item_type_name" "Homemade Wrench" //Break// "item_description" "'Ever been hit with 1000 degrees of pain?' Model by: 'Rapoza' Weapon from: Fred's Fight Starters" //Break// "item_logname" "coilwrench" "item_iconname" "coilwrench" "image_inventory" "backpack/coilwrench/coilwrench.vtf" "model_world" "models/weapons/c_models/c_coilwrench/w_coilwrench.mdl" "model_player" "models/weapons/c_models/c_coilwrench/v_model/v_coilwrench.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "2" } "static_attrs" { } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "Construction rate increased" { "attribute_class" "mult_construction_value" "value" "1.66" } "Repair rate decreased" { "attribute_class" "mult_repair_value" "value" "0.5" } "upgrade rate decrease" { "attribute_class" "upgrade_rate_mod" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.554" } "override footstep sound set" // Because its supposed to be a hot coil i wanted a cool fire effect on hit that did nothing, just for looks, might remove if its too confusing. { "attribute_class" "set_dmgtype_ignite" "value" "1" } "throwable fire speed" { "attribute_class" "mult_wpn_burntime" "value" "0.02" } } "visuals" { } } //-------------------------------- //-------------------------------- //-- THE CELTIC CLEAVER - 9923-- //-------------------------------- //-------------------------------- "9923" { "name" "TF_WEAPON_CCLEAVER" "item_prefab" "weapon_bottle" "item_class" "tf_weapon_club" // For some weird reason you must make the item_class a club for custom sounds to work. "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "1" "item_name" "Celtic Cleaver" "item_type_name" "War Axe" //Break// "item_description" "This Weapon has a large melee range and deploys slower 'Sever some heads like the old times!' Model by: 'Ertz' Weapon from: Fred's Fight Starters" //Break// "item_logname" "ccleaver" "item_iconname" "ccleaver" "image_inventory" "backpack/ccleaver/ccleaver.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_ccleaver/w_ccleaver.mdl" "model_player" "models/weapons/c_models/c_ccleaver/v_model/v_ccleaver.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" "melee range multiplier" "1.35" // This makes the range of the weapon similar to the eyelander's range. "melee bounds multiplier" "1.55" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "health from packs increased" { "attribute_class" "mult_health_frompacks" "value" "1.25" } "health from healers reduced" { "attribute_class" "mult_health_fromhealers" "value" "0" } // Hidden Stats "single wep deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.66" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //-- THE ICE BREAKER - 9924-- //-------------------------------- //-------------------------------- "9924" { "name" "TF_WEAPON_ICEAXE" "item_prefab" "weapon_fireaxe" "item_class" "tf_weapon_fireaxe" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "1" "item_name" "Ice Breaker" "item_type_name" "Mountain Climber's Axe" //Break// "item_description" "'is it cold in here? or is it just you.' Model by: 'Square' Weapon from: Fred's Fight Starters" //Break// "item_logname" "iceaxe" "item_iconname" "iceaxe" "image_inventory" "backpack/iceaxe/iceaxe.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_iceaxe/w_iceaxe.mdl" "model_player" "models/weapons/c_models/c_iceaxe/v_model/v_iceaxe.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "tranq frost" // I just wanted this weapon to slow the enemy but they removed the addcond 15, which slows players. If this is too annoying ill just delete it later. { "attribute_class" "mod_tranq_onhit" "value" "3" } "heal on hit vs burning" { "attribute_class" "add_onhit_addhealth_vs_burning" "value" "25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "damage penalty vs burning" { "attribute_class" "mult_dmg_vs_burning" "value" "0.5" } } "visuals" { } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //-- THE WHACKTUS - 9926-- //-------------------------------- //-------------------------------- "9926" { "name" "TF_WEAPON_WHACKTUS" // My personal favorite. I dont know why I love the look of this weapon so much. "item_prefab" "weapon_bat" "item_class" "tf_weapon_bat" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "1" "item_name" "Whacktus" "item_type_name" "Cactus Bat" //Break// "item_description" "'Those thorns arent coming out.' Model by: 'Rapoza Dynamica' Weapon from: Fred's Fight Starters" //Break// "item_logname" "whacktus" "item_iconname" "whacktus" "image_inventory" "backpack/whacktus/whacktus.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_whacktus/w_whacktus.mdl" "model_player" "models/weapons/c_models/c_whacktus/v_model/v_whacktus.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "mark self on miss" { "attribute_class" "self_mark_for_death_on_miss" "value" "5" } } "visuals" { } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } //-------------------------------- //-------------------------------- //-- THE BOSTON BOWIE - 9928-- //-------------------------------- //-------------------------------- "9928" { "name" "TF_WEAPON_WARKNIFE" "item_prefab" "weapon_bat" "item_class" "tf_weapon_club" "item_quality" "rarity3" "show_in_armory" "1" "item_slot" "melee" "anim_slot" "melee" "propername" "1" "item_name" "Boston Bowie" "item_type_name" "Long Knife" //Break// "item_description" "'Bigger means better right?' Model by: 'Petachepas' Weapon from: Fred's Fight Starters" //Break// "item_logname" "warknife" "item_iconname" "warknife" "image_inventory" "backpack/warknife/warknife.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_warknife/w_warknife.mdl" "model_player" "models/weapons/c_models/c_warknife/v_model/v_warknife.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "damage bonus" { "attribute_class" "closerange_backattack_minicrits" "value" "1.43" } "fire rate penalty" { "attribute_class" "rocket_jump_dmg_reduction" // This is just cosmetic because the weapon is technically a kukri. "value" "1.55" } "non economy" { "attribute_class" "mult_dmg" "value" "-15" // This is additive for some reason :/ makes my job easier I guess } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //-- THE MANN-SLAUGHTER - 9929-- // V5.3.7 Disabled //-------------------------------- //-------------------------------- "9929" { "name" "TF_WEAPON_SLAUGHTER" "item_prefab" "weapon_knife" "item_class" "tf_weapon_knife" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "melee" "anim_slot" "melee" "propername" "1" "item_name" "Mann-Slaughter" "item_type_name" "Knife" //Break// "item_description" "Stabbing does not undisguise 'I'm right behind you.' Model by: '[N-Cognito]' Weapon from: Fred's Fight Starters" //Break// "item_logname" "slaughter" "item_iconname" "slaughter" "image_inventory" "backpack/mannslaughter/mannslaughter.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_mannslaughter/w_mannslaughter.mdl" "model_player" "models/weapons/c_models/c_mannslaughter/v_model/v_mannslaughter.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "keep disguise KNIFE" { "attribute_class" "set_keep_disguise" "value" "1" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.35" } } "visuals" { } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //-- THE FRENCH RESOLUTION - 9930-- //-------------------------------- //-------------------------------- "9930" { "name" "TF_WEAPON_FRENCH_REVOLVER" "prefab" "weapon_revolver" "item_class" "tf_weapon_revolver" "item_quality" "rarity3" "show_in_armory" "1" "propername" "1" "item_slot" "primary" "anim_slot" "secondary" "item_name" "French Resolution" "item_type_name" "Antique Revolver" //Break// "item_description" "'Vive la France!' Model by: 'DeRosaJ' Weapon from: Fred's Fight Starters" //Break// "item_logname" "frenchrevolver" "item_iconname" "frenchrevolver" "image_inventory" "backpack/french_resolution/french_resolution.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/c_french_resolution/w_french_resolution.mdl" "model_player" "models/weapons/c_models/c_french_resolution/v_model/v_french_resolution.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "0" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.4" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "10" } "mod_disguise_consumes_cloak" { "attribute_class" "mod_disguise_consumes_cloak" "value" "1" } } "visuals" { } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //-- THE TIME MASTER - 9931-- //-------------------------------- //-------------------------------- "9931" { "name" "TF_WEAPON_TIME_MASTER" "item_class" "tf_weapon_invis" "item_quality" "rarity3" "show_in_armory" "0" "item_slot" "pda2" "anim_slot" "FORCE_NOT_USED" "propername" "1" "item_name" "Time Master" "item_type_name" "First Invented Wrist Watch" //Break// "item_description" "Watch cannot cloak 'It feels like time stands still!' Model by: 'henaro' Weapon from: Fred's Fight Starters" //Break// "item_logname" "sandwatch" "item_iconname" "sandwatch" "image_inventory" "backpack/sandwatch/sandwatch.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/c_models/c_sandwatch/v_sandwatch.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "4" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" } "attributes" { "move speed bonus while cloaked" { "attribute_class" "mult_player_movespeed_cloaked" "value" "1.5" } "cloak regen rate increased" { "attribute_class" "mult_cloak_meter_regen_rate" "value" "3" } "cloak consume rate increased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "3" } "no cloak" { "attribute_class" "mult_cloak_rate" "value" "99" } } "visuals" { } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------- //-------------------------------- //-- Secret Joke Weapons :) -- //-------------------------------- //-------------------------------- //-------------------------------- //-------------------------------- //-- GHOST WALKER - 20000-- //-------------------------------- //-------------------------------- "20000" { "name" "TF_WEAPON_GHOSTWALKER" "item_prefab" "weapon_bottle" "item_class" "tf_weapon_club" "item_quality" "rarity3" "show_in_armory" "1" // Change this to 1 if you want to be able to equip this. "item_slot" "melee" "anim_slot" "melee" "propername" "0" "item_name" "Ghostwalker" "item_type_name" "Sword" //Break// "item_description" "'This feels rarity3!' Model by: 'ShakSheep' Weapon from: Fred's Fight Starters" //Break// "item_logname" "ghostwalker" "item_iconname" "ghostwalker" "image_inventory" "backpack/ghostwalker/ghostwalker.vtf" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/c_models/secret_c_ghostwalker/w_ghostwalker.mdl" "model_player" "models/weapons/c_models/secret_c_ghostwalker/v_model/v_ghostwalker.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "2" } "static_attrs" { "min_viewmodel_offset" "10 0 -10" "melee range multiplier" "1.35" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.4" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "75" } "health from healers reduced" { "attribute_class" "mult_health_fromhealers" "value" "0" } "active health degen" { "attribute_class" "add_health_regen" "value" "-4" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.35" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } } "attributes" { // Knockout Custom Attributes "7500" { } // Fred's Attributes "9901" { "name" "bullets per shot penalty" "attribute_class" "mult_bullets_per_shot" "description_string" "#Attrib_BulletsPerShot_Penalty" "description_format" "value_is_percentage" "hidden" "0" "effect_type" "negative" "stored_as_integer" "0" } "9902" { "name" "tranq frost" "attribute_class" "mod_tranq_onhit" "description_string" "#Attrib_TranqFrost" "description_format" "value_is_additive" "hidden" "0" "effect_type" "positive" "stored_as_integer" "0" } "9903" { "name" "damage penalty vs burning" "attribute_class" "mult_dmg_vs_burning" "description_string" "#Attrib_DmgPenaltyVsBurning" "description_format" "value_is_percentage" "hidden" "0" "effect_type" "negative" "stored_as_integer" "0" } "9904" { "name" "keep disguise KNIFE" "attribute_class" "set_keep_disguise" "description_string" "#Attrib_KeepDisguiseKnife" "description_format" "value_is_additive" "hidden" "0" "effect_type" "positive" "stored_as_integer" "1" } "9905" { "name" "move speed penalty while cloaked" "attribute_class" "mult_player_movespeed_cloaked" "description_string" "#Attrib_MoveSpeed_Penalty_Cloaked" "description_format" "value_is_percentage" "hidden" "0" "effect_type" "negative" "armory_Desc" "on_wearer" "stored_as_integer" "0" } "9906" { "name" "dmg bonus vs players" "attribute_class" "mult_dmg_vs_players" "description_string" "#Attrib_DmgVsPlayer_Increased" "description_format" "value_is_percentage" "hidden" "0" "effect_type" "positive" "stored_as_integer" "0" } "9907" { "name" "no cloak" "attribute_class" "mult_cloak_rate" "description_string" "#Attrib_NoCloak" "description_format" "value_is_additive" "hidden" "0" "effect_type" "negative" "stored_as_integer" "0" } "9908" { "name" "no_fixed_spread" "attribute_class" "fixed_shot_pattern" "description_string" "#Attrib_NoFixedSpread" "description_format" "value_is_additive" "hidden" "0" "effect_type" "negative" "stored_as_integer" "0" } } }