//--------------- //--------------- //--AR18 - 9003-- //--------------- //--------------- "9003" { "name" "The Iron Cover" "prefab" "weapon_smg" "item_class" "tf_weapon_smg" "show_in_armory" "1" "item_logname" "ar18" "item_iconname" "ar18" "item_type_name" "Short-Barrel Rifle" "item_name" "Iron Cover" "item_description" "" "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-- //-------------------------------- //-------------------------------- "9004" { "name" "The Solid Slugger" "prefab" "weapon_scattergun" "baseitem" "1" "show_in_armory" "1" "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!'" "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" "The Smoke Stack" "prefab" "weapon_grenadelauncher" "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_name" "Smoke Stack" "item_type_name" "Grenade" "item_description" " Smoking kills. But it's actually a concussive grenade." "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" "The Big Shot" // "prefab" "weapon_grenade_launcher" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Big Shot" "item_type_name" "Sniper Rifle" "item_description" "Headshots deal a reduced 33% damage Enemies hit by this weapon are forced downwards What comes up, must come down!" // PLEASE implement this description for better clarity, Reagy. "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" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } // "explosive bullets" // { // "attribute_class" "explosive_bullets" // "value" "1" // } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.5" } // 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" } "strange restriction type 1" { "attribute_class" "mult_spread_scale" "value" "0.16" } } "visuals" { "sound_single_shot" "Weapon_BFG.Single" "sound_burst" "Weapon_BFG.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9007" { "name" "The Scope Out" "prefab" "weapon_club" "item_class" "tf_weapon_wrench" "show_in_armory" "1" "propername" "1" "item_name" "Scope Out" "item_type_name" "Scope" "item_description" " Standard issue police melee weapon." "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" "The 50K Volt" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_name" "50K Volt" "item_type_name" "#TF_Weapon_SMG" "item_description" "Fires short-ranged lasers Assault and battery taken literally." "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" { "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "2" } "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.75" } "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" } //------------------------- //------------------------- //--SNIPER SHOTGUN - 9010-- //------------------------- //------------------------- "9010" { "name" "Buck's Banter" "prefab" "weapon_shotgun" "baseitem" "1" "show_in_armory" "1" "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" " You wouldn't want to know what's in that cylinder." "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" "1.1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.7" } } "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" } //------------------------------ //------------------------------ //--GLOCK MELEES - 9014 - 9015-- //------------------------------ //------------------------------ "9014" { "name" "The Gaelic Gat" "prefab" "weapon_bottle" "show_in_armory" "1" "item_class" "tf_weapon_wrench" "propername" "1" "item_name" "Gaelic Gat" "item_type_name" "...Pistol?" "item_description" " If only you were sober enough to not break it..." "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" // 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" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.67" } "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" } "rocket limited lifetime" // To hopefully prevent rockets disarming enemies { "attribute_class" "rocket_lifetime" "value" "0.1" } } "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" } "9015" { "name" "The Gaelic Gat" "prefab" "weapon_shovel" "show_in_armory" "1" "item_class" "tf_weapon_wrench" "propername" "1" "item_name" "Gaelic Gat" "item_type_name" "...Pistol?" "item_description" " Just because it doesn't work doesn't mean it isn't a weapon, son." "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" // 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" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.67" } "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" } "rocket limited lifetime" // To hopefully prevent rockets disarming enemies { "attribute_class" "rocket_lifetime" "value" "0.1" } } "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" } //------------------------- //------------------------- //--THE AMBASSADOR - 9018-- //------------------------- //------------------------- "9018" { "name" "The Ambassador" "prefab" "weapon_revolver" "baseitem" "1" "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." "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 - 9019-- //---------------------------- //---------------------------- "9019" { "name" "The Full Throttle" "prefab" "weapon_shotgun" "show_in_armory" "1" "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." "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 - 9020-- //---------------------------- //---------------------------- "9020" { "name" "The Lead Spitter" "prefab" "weapon_shotgun" "show_in_armory" "1" "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." "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" "0.8" } "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" } //----------------------------------- //----------------------------------- //--GROUNDED ROCKET LAUNCHER - 9021-- //----------------------------------- //----------------------------------- "9021" { "name" "The Ground W.A.S.P." "prefab" "weapon_rocketlauncher" "baseitem" "1" "show_in_armory" "1" "item_logname" "wasp_launcher" "item_iconname" "wasp_launcher" "item_type_name" "#TF_Weapon_Rocketlauncher" "item_name" "Ground W.A.S.P." "item_description" "You are unable to rocket jump It's time for some old-fasioned boots on the ground action, soldier." "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" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.33" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } // "projectile speed increased" // { // "attribute_class" "mult_projectile_speed" // "value" "1" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.0" // Might be an interesting fold - you tell me how this goes! } // Backend stuff "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 - 9022-- //------------------------------- //------------------------------- "9022" { "name" "The Liberty Launcher" "prefab" "weapon_rocketlauncher" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "show_in_armory" "1" "item_type_name" "#TF_Weapon_RocketLauncher" "item_name" "Liberty Launcher" "item_description" " This particular variant has all the bells and whistles befitting an entire front line. You don't need them, but they're there." "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" } } "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" } //--------------------------------- //--------------------------------- //--MECERNARY'S P38 - 9024 - 9025-- //--------------------------------- //--------------------------------- "9024" { "name" "TF_WEAPON_P38" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "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." "propername" "0" "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" "The Combat Pistol (Melee)" "prefab" "weapon_bat" "show_in_armory" "1" "item_logname" "p38_pistol_whip" "item_iconname" "p38_pistol_whip" "item_quality" "vintage" "propername" "0" "item_name" "Combat Pistol (Melee)" "item_type_name" "...Pistol?" "image_inventory" "backpack/weapons/w_models/w_walther_p38" "item_description" "Equalize: Forces the user and target into melee combat for 5 seconds I can't shoot and neither can you ya dope!" "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" { "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" { "attribute_class" "add_onhit_addcond" "value" "41 5" } "add condition on hit" { "attribute_class" "add_onhit_addcond_self" "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" } "rocket limited lifetime" // To hopefully prevent rockets disarming enemies { "attribute_class" "rocket_lifetime" "value" "0.1" } } "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-- //----------------------------------- //----------------------------------- "9026" { "name" "The Steel Battalion" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "-50% bullets per shot" "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" "0.75" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.2" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.33" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "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_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "-50% bullets per shot" "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" "0.75" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.2" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.33" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "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_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "-50% bullets per shot" "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" "0.75" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.2" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.33" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "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_name" "Steel Battalion" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "-50% bullets per shot" "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" "0.75" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.2" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.33" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "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_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." "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" } "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" } //------------------------------- //------------------------------- //--PYRO PILOT FLAREGUN - 9032 -- //------------------------------- //------------------------------- "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" "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 What rises and needs to be on fire to rise? Obviously not a hot air balloon." "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" "0.75" } "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" } //--------------------- //--------------------- //--M14 SNIPER - 9033-- //--------------------- //--------------------- "9033" { "name" "The County Killer" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_slot" "primary" // "anim_slot" "secondary" "item_class" "tf_weapon_hunterrifle" "propername" "1" "item_name" "County Killer" "item_type_name" "Battle Rifle" "item_description" "Inaccurate when unscoped The Army just gave 'em to our suppliers en mass. Dunno why they did that, these things shoot perfectly fine." "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" "15" } "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" } "strange restriction type 1" { "attribute_class" "mult_spread_scale" "value" "0.05" } } "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" } //--------------------- //--------------------- //--SWAT BATON - 9034-- //--------------------- //--------------------- "9034" { "name" "The Healer's Shield" "prefab" "weapon_bonesaw" "show_in_armory" "1" "propername" "1" "item_name" "Healer's Shield" "item_type_name" "Baton" "item_description" " Protect and hit." "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" } "health drain" { "attribute_class" "add_health_regen" "value" "-4" } "move speed penalty" // So you can't bugger off as fast { "attribute_class" "mult_player_movespeed" "value" "0.875" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.615" } "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" } //-------------------------- //-------------------------- //--ENGINEER ZAPPER - 9036-- //-------------------------- //-------------------------- "9036" { "name" "The Personal Death Ray" "prefab" "weapon_pistol" "show_in_armory" "1" "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 are affected by reverse gravity 'That'll cut'cha back down to size.'" "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" { "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "-0.75" } "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 increased" { "attribute_class" "mult_explosion_radius" "value" "1.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "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_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!" "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" } //------------------------ //------------------------ //--SUPPORT PDA - 9039---- //------------------------ //------------------------ "9039" { "name" "The Handy Partner" "prefab" "weapon_pda" "show_in_armory" "1" "propername" "1" "item_name" "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 65%" "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" "2.25" } "engineer dispenser build rate multiplier" { "attribute_class" "dispenser_build_rate_multiplier" "value" "2.25" } "engineer teleporter build rate multiplier" { "attribute_class" "teleporter_build_rate_multiplier" "value" "2.25" } "maxammo metal increased" { "attribute_class" "mult_maxammo_metal" "value" "1.25" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.5" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "reload time increased hidden" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.35" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------- //----------------------------------- //--TEST PYRO FLAMETHROWER 2 - 9040-- //----------------------------------- //----------------------------------- "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" "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" "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" "0.444444444" // Nerfs the damage to 40 per fireball. 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" } "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" // } "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! Shows that it's back to rocet launcher speed { "attribute_class" "set_scattergun_no_reload_single" "value" "1.17647059" } "damage penalty" { "attribute_class" "mult_dispenser_radius" "value" "0.8" } // "projectile speed decreased" // { // "attribute_class" "mult_projectile_speed" // "value" "0.8" // } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.25" // 5s should be... decent? } "custom projectile model" { "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-- //--------------------------- //--------------------------- "9041" { "name" "The Frontier Justice" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Full-Length Justice" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "-50% bullets per shot This weapon cannot gain Revenge Crits 'Why don't y'all get along, before one of you gets hurt.'" "item_logname" "frontier_justice" "item_iconname" "frontier_justice2" "image_inventory" "backpack/weapons/c_models/c_frontierjustice/c_frontierjustice_ext" "model_world" "models/weapons/w_models/w_frontierjustice_ext.mdl" "model_player" "models/weapons/v_models/v_frontierjustice_ext_engineer.mdl" // Has another draw animation. "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" "1.8" } // "spread penalty" // { // "attribute_class" "mult_spread_scale" // "value" "1.33" // } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "special taunt" { "attribute_class" "special_taunt" "value" "1" } // 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" } //----------------------------- //----------------------------- //--BATTLE ENGI WRENCH - 9042-- //----------------------------- //----------------------------- "9042" { "name" "The Masterkey" "prefab" "weapon_wrench" "show_in_armory" "1" "item_slot" "melee" "propername" "1" "item_name" "Masterkey" "item_type_name" "#TF_Weapon_Wrench" "item_description" "Sentry shoots short-ranged explosive shells 'I'm done playin' games with you, boy.'" "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" } "static_attrs" { "override projectile type" "2" } "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" "2" } "blast radius increased" // Unsure if this works { "attribute_class" "mult_explosion_radius" "value" "2" } "sentry shoots projectile" { "attribute_class" "set_sentry_projectile" "value" "2" } // "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" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.65" } } "visuals" { "player_bodygroups" { "hat" "1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--TEST MEDI GUN- 9043-- //----------------------- //----------------------- "9043" { "name" "The Totenwerfer" "prefab" "weapon_medigun" "show_in_armory" "1" "equip_region" "medigun_backpack" // ...probably.. vestigial..? "propername" "1" // "item_quality" "rarity3" "item_name" "Totenwerfer" "item_type_name" "#TF_Weapon_Medigun" "item_description" "This weapon cannot ÜberCharge Try to kill zhim now, I dare you!" "image_inventory" "backpack/weapons/w_models/w_totenwerfer" "model_world" "models/weapons/w_models/w_totenwerfer.mdl" "model_player" "models/weapons/v_models/v_totenwerfer_medic.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/toten_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" // } "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" "0.0" } "hand scale" { "attribute_class" "mult_medigun_overheal_uberchargerate" "value" "0" } "heal rate bonus" // This works. { "attribute_class" "mult_medigun_healrate" "value" "1.8" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.8" } "switch from wep deploy time decreased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "0.8" } "ubercharge rate penalty" { "attribute_class" "mult_medigun_uberchargerate" "value" "0.0" } } "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" } //---------------------------------- //---------------------------------- //--SCOUT SLUG SCATTERGUN 2 - 9046-- //---------------------------------- //---------------------------------- "9046" { "name" "The Twin-Barrel Tempest" "prefab" "weapon_scattergun" "show_in_armory" "1" "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." "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-- //----------------------------- //----------------------------- "9047" { "name" "TF_WEAPON_LAKESIDE_PRIDE" "prefab" "weapon_shotgun" "baseitem" "1" "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!" "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" "1.7" } "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" "0.9" } "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" "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." "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" "1.25" } "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_FireHose.FireStart" "sound_special1" "Weapon_FireHose.FireLoop" "sound_special3" "Weapon_ChemThrower.WindDown" "sound_burst" "Weapon_FireHose.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--SUCC THROWER - 9049-- //----------------------- //----------------------- "9049" { "name" "The Gutguster" "prefab" "weapon_flamethrower" "show_in_armory" "1" "propername" "1" "item_name" "Gutguster" "item_type_name" "Fire Hose" "item_description" "-75% afterburn duration Flames pull enemies towards you This flamethrower sucks." "item_logname" "gutguster" "item_iconname" "gutguster" "image_inventory" "backpack/weapons/w_models/w_gutguster" "model_world" "models/weapons/w_models/w_gutguster.mdl" "model_player" "models/weapons/v_models/v_gutguster_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "mult airblast refire time" // Makes airblast much faster { "attribute_class" "mult_airblast_refire_time" "value" "0.5" } "airblast cost decreased" { "attribute_class" "mult_airblast_cost" "value" "0.5" } "flame size bonus" // Explanation to why flame size is increased: the airblast function is also helping, this however means... { "attribute_class" "mult_flame_size" "value" "1.75" } "airblast cannot push players" { "attribute_class" "airblast_functionality_flags" "value" "6" } "flame ammopersec increased" // ...it drains ammo faster { "attribute_class" "mult_flame_ammopersec" "value" "2" } "weapon burn time decreased" { "attribute_class" "mult_wpn_burntime" "value" "0.25" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.6" } "strange restriction type 1" { "attribute_class" "apply_look_velocity_on_damage" "value" "-100" } } "visuals" { "sound_single_shot" "Weapon_VacFlame.FireStart" "sound_special1" "Weapon_VacFlame.FireLoop" // "sound_special2" "Weapon_VacFlame.FireLoop" "sound_special3" "Weapon_ChemThrower.WindDown" "sound_burst" "Weapon_VacFlame.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------------- //----------------------------------------- //--CROWD CONTROL GRENADE LAUNCHER - 9050-- //----------------------------------------- //----------------------------------------- "9050" { "name" "TF_WEAPON_BLAST_LAUNCHER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Shrapnel Slinger" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" " Grenade shrapnel injuries are not a pretty thing, lad." "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" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } // Backend stuff // "voice pitch scale" // { // "attribute_class" "blast_dmg_to_self" // "value" "1.5" // } "strange restriction type 1" { "attribute_class" "mult_spread_scale" "value" "3" } "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" } //------------------------- //------------------------- //--SOVIET SWEEPER - 9052-- //------------------------- //------------------------- "9052" { "name" "The Soviet Sweeper" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun_primary" // So it ejects Shotgun shells and generally acts like a Shotgun. "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Soviet Sweeper" "item_type_name" "Auto-Shotgun" "item_description" "This weapon fires a high damage slug round This ain't your ordinary street sweeper." "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" "0.7" } // Backend stuff "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "7" } } "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" } //---------------------------- //---------------------------- //--CONCUSSION RIFLE - 9056--- //---------------------------- //---------------------------- "9056" { "name" "The Close Ranged Cobber" "prefab" "weapon_smg" "item_class" "tf_weapon_pistol_scout" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Close Ranged Cobber" "item_type_name" "Bolt-Action Rifle" "item_description" "Bullet has travel time This weapon has damage ramp up Not this time, mate." "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" "override projectile type" "30" } "attributes" { "airblast pushback scale" // Display only! { "attribute_class" "voice_pitch_scale" "value" "3.4" } "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" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } "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" "240" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } // 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" "0.8" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "crit vs wet players hidden" // lol. { "attribute_class" "or_crit_vs_playercond" "value" "262144" // TF_COND_HEALTH_OVERHEALED } "hand scale" { "attribute_class" "mult_spread_scale" "value" "0.0" } } "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 - 9057-- //--------------------------------- //--------------------------------- "9057" { "name" "The Silverhand" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_name" "Silverhand" "item_type_name" "#TF_Weapon_Revolver" "item_description" "On Hit: Lose up to 5 health 'Bitches LOVE cannons!' - Jeremy Jones" "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" "1.25" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "heal on kill" // "heal on hit for rapidfire" { "attribute_class" "heal_on_kill" "value" "30" } "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" "-5" } } "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 - 9058-- //---------------------- //---------------------- "9058" { "name" "The Firestarter" "prefab" "weapon_bat" "show_in_armory" "1" "item_class" "tf_weapon_wrench" "propername" "1" "item_name" "Firestarter" "item_type_name" "Torch" "item_description" "+85% damage bonus vs burning players Afterburn deals no damage Look ma, I'm playin' with fire!" "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" } "damage bonus vs burning" { "attribute_class" "mult_dmg_vs_burning" "value" "1.85" } "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" } //-------------------- //-------------------- //--FUNNI FAN - 9062-- //-------------------- //-------------------- "9062" { "name" "The Tengu Terrorizer" "prefab" "weapon_bat" "show_in_armory" "1" "propername" "1" "item_name" "Tengu Terrorizer" "item_type_name" "Fan" "item_description" "Enemies hit by this weapon are launched upwards and away from you Winds of Gravel Pit Summoned by a mystic fan! You now fly away" // IS THAT A FUCKIN' 「TOUHOU PROJECT」 REFERENCE!?!?!?!?!!?!?!?!?!?!?!?!?!?!? "item_logname" "hauchiwa_fan" "item_iconname" "hauchiwa_fan" "image_inventory" "backpack/weapons/w_models/w_pofv_fan" "model_world" "models/weapons/w_models/w_pofv_fan.mdl" "model_player" "models/weapons/v_models/v_pofv_fan_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "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" { // "damage penalty" // { // "attribute_class" "mult_dmg" // "value" "0.25" // } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "500" } "apply look velocity on damage" { "attribute_class" "apply_look_velocity_on_damage" "value" "500" } } "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" } //-------------------------------- //-------------------------------- //--UNIQUE GHOSTS - 9063 - 9071--- //-------------------------------- //-------------------------------- "9063" { "name" "The Geared Up Ghost (Scout)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" } "act_as_wearable" "1" "attributes" { "move speed bonus" // 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" "value" "1.15" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } "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" } "9064" { "name" "The Geared Up Ghost (Soldier)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" { "soldier" "secondary" } "act_as_wearable" "1" "attributes" { "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.8" } "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" } "mouse_pressed_sound" "#weapons/sentry_finish.wav" "drop_sound" "#weapons/sentry_upgrading7.wav" } "9065" { "name" "The Geared Up Ghost (Pyro)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" { "pyro" "secondary" } "act_as_wearable" "1" "attributes" { "deploy time decreased" { "attribute_class" "mult_deploy_time" "value" "0.55" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "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" } "9066" { "name" "The Geared Up Ghost (Demoman)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" { "Demoman" "secondary" } "act_as_wearable" "1" "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "+25" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.25" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.4" } "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" } "9067" { "name" "The Geared Up Ghost (Heavy)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" { "Heavy" "secondary" } "act_as_wearable" "1" "attributes" { "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "health regen" { "attribute_class" "add_health_regen" "value" "1" } "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" } "9068" { "name" "The Geared Up Ghost (Engineer)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" { "Engineer" "secondary" } "act_as_wearable" "1" "attributes" { "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "maxammo metal increased" // 250 metal seems fair. 300 metal seemed like way too much. { "attribute_class" "mult_maxammo_metal" "value" "1.25" } "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" } "9069" { "name" "The Geared Up Ghost (Medic)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "propername" "1" "item_slot" "primary" "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" { "Medic" "primary" } "act_as_wearable" "1" "attributes" { "heal rate bonus" // This works. { "attribute_class" "mult_medigun_healrate" "value" "1.3" } "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" } "9070" { "name" "The Geared Up Ghost (Sniper)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "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" { "Sniper" "secondary" } "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" } "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" } "9071" { "name" "The Geared Up Ghost (Spy)" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Geared Up Ghost" "item_description" " Eyes up, mercenary." "propername" "1" "item_slot" "primary" "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" { "Spy" "primary" } "act_as_wearable" "1" "attributes" { "health regen" { "attribute_class" "add_health_regen" "value" "5" } "cloak consume rate decreased" // Spy { "attribute_class" "mult_cloak_meter_consume_rate" "value" "0.7" } "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" } //------------------ //------------------ //--CSGO AWP- 9072-- //------------------ //------------------ "9072" { "name" "The Counter-Snipe" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Counter-Snipe" "item_type_name" "#TF_Weapon_Sniperrifle" "item_description" "100% critical hit vs aiming players Headshots deal a reduced 10% damage There's a reason why this bolt-action beaut is banned in thousands of countries." "item_logname" "csgo_awp" "item_iconname" "awper_hand" "item_slot" "primary" "image_inventory" "backpack/weapons\c_models\c_csgo_awp\c_csgo_awp" "model_world" "models/weapons\w_models\w_csgo_awp.mdl" "model_player" "models/weapons/v_models/v_csgo_awp_sniper.mdl" "extra_wearable" "models/player\items\sniper\sniper_bill.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { // "clip size penalty hidden" "0.5" // "mod max primary clip override" "8" // "override projectile type" "2" } "attributes" { "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" } "damage bonus" { "attribute_class" "strange_restriction_type_2" "value" "1.4" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "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. } // Backend stuff "voice pitch scale" { "attribute_class" "headshot_damage_modify" "value" "0.9" } "damage bonus hidden" // Side effect of the no scope thing. Because otherwise, you do like what, 6 damage? { "attribute_class" "mult_dmg" "value" "17.5" } "strange restriction type 2" { "attribute_class" "mult_spread_scale" "value" "0.05" } // "strange restriction type 1" // { // "attribute_class" "mult_reload_time" // "value" "1.2" // } } "visuals" { "player_bodygroups" { "hat" "1" } "sound_single_shot" "Weapon_AWP.Single" "sound_burst" "Weapon_AWP.SingleCrit" // "sound_reload" "Sniper.AngryGrumbles" // yeah same } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------- //------------------------------- //--PYRO PILOT FLAREGUN - 10004 -- //------------------------------- //------------------------------- "10004" { "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" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Tear Jerker" "item_type_name" "#TF_Weapon_FlareGun" "item_description" "-50% afterburn duration Fires concussive incendiary grenades with no knockback 'Somebody call pest control!?'" "item_logname" "tear_jerker" "item_iconname" "tear_jerker" "image_inventory" "backpack/weapons/w_models/w_tearjerker" "model_world" "models/weapons/w_models/w_tear_jerker.mdl" "model_player" "models/weapons/v_models/v_tearjerker_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "override projectile type" "3" // Grenade! "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" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "1.0" } "weapon burn time decreased" { "attribute_class" "mult_wpn_burntime" "value" "0.5" // 5 seconds } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } "Projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.8" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_tear_jerker_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" // } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.025" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.01" // Might be an interesting fold - you tell me how this goes! } } "visuals" { "sound_single_shot" "Weapon_GasGrenade.Single" "sound_burst" "Weapon_GasGrenade.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" } //-------------------------- //-------------------------- //--SCOUT STEN GUN - 10006-- //-------------------------- //-------------------------- "10006" { "name" "The Catcher's Carbine" "prefab" "weapon_nailgun" "item_class" "tf_weapon_smg" "show_in_armory" "1" "anim_slot" "primary" "item_slot" "secondary" "propername" "0" "item_quality" "vintage" "item_name" "Catcher's Carbine" "item_type_name" "#TF_Weapon_SMG" "item_description" "Causes a small amount of knockback on hit Another masked moron came around so I knocked 'em cold and took dis neat lookin' gun 'ere." "item_logname" "stengun_b4" "item_iconname" "stengun" "image_inventory" "backpack/weapons/w_models/w_stengun_b4" "model_world" "models/weapons/w_models/w_stengun_b4.mdl" "model_player" "models/weapons/v_models/v_stengun_b4.mdl" "attach_to_hands" "2" "flip_viewmodel" "0" "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "1" "class select override vcd" "class_select_nailgun" "damage bonus hidden" "1.5" // "reload time increased hidden" "1.21" } "attributes" { "provide on active" // Oh my god why does this escape { "attribute_class" "provide_on_active" "value" "1" } // "heal on kill" // { // "attribute_class" "heal_on_kill" // "value" "50" // } "damage bonus" { "attribute_class" "strange_restriction_type_1" "value" "1.2" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.8" } // "reload time increased" // { // "attribute_class" "strange_restriction_type_1" // "value" "1.25" // } "apply look velocity on damage" { "attribute_class" "apply_look_velocity_on_damage" "value" "50" } "apply z velocity on damage" { "attribute_class" "apply_z_velocity_on_damage" "value" "25" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "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_Stengun_B4.Single" "sound_burst" "Weapon_Stengun_B4.SingleCrit" "sound_reload" "Weapon_SMG.WorldReload" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------- //------------------- //--PATRIOT - 10011-- //------------------- //------------------- "10011" // This one's for you, EmiRebellion { "name" "The Patriot" "prefab" "weapon_pistol" "item_class" "tf_weapon_smg" "show_in_armory" "1" "item_logname" "patriot" "item_iconname" "patriot" "item_type_name" "Carbine" "item_quality" "rarity3" "item_name" "The Patriot" "item_description" "Jams after every sixth shot What a thrill..." "propername" "1" "item_slot" "secondary" "anim_slot" "item2" "image_inventory" "backpack/weapons/w_models/w_patriot" "model_world" "models/weapons/w_models/w_patriot.mdl" "model_player" "models/weapons/v_models/v_patriot.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { // "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) "hidden secondary max ammo penalty" "1.2" "clip size penalty hidden" "0.24" "damage bonus hidden" "1.75" "fire rate penalty hidden" "0.5" // "reload time increased hidden" "0.5" "class select override vcd" "class_select_nailgun" } "attributes" { "maxammo secondary increased" { "attribute_class" "strange_restriction_type_3" "value" "1.285714286" } "damage bonus" { "attribute_class" "strange_restriction_type_1" "value" "1.75" } "fire rate bonus" { "attribute_class" "strange_restriction_type_2" "value" "0.5" } // "max health additive penalty" // { // "attribute_class" "add_maxhealth" // "value" "-15" // } "reload time increased hidden" { "attribute_class" "mult_reload_time" "value" "0.5" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.4" } "clip size penalty" { "attribute_class" "hand_scale" "value" "0.24" } "crit vs wet players hidden" { "attribute_class" "or_crit_vs_playercond" "value" "262144" } } "visuals" { "sound_single_shot" "Weapon_M4.Single" "sound_burst" "Weapon_M4.SingleCrit" "sound_reload" "Weapon_Patriot.WorldReload" "sound_empty" "Null" "animation_replacement" { //Deployed "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_SECONDARY" // Standing Deployed "ACT_MP_DEPLOYED" "ACT_MP_RUN_SECONDARY" // Moving Deployed "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_SECONDARY" // Crouched Deployed "ACT_MP_CROUCHWALK_DEPLOYED" "ACT_MP_CROUCHWALK_SECONDARY" // DOESNT FUCKING WORK AAA "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" // Swimming Deployed } } "mouse_pressed_sound" "#weapons/draw_patriot2.wav" // Hehe "drop_sound" "#weapons/draw_patriot1.wav" } //---------------------------- //---------------------------- //--SCOPED AR SNIPER - 10012-- //---------------------------- //---------------------------- "10012" { "name" "The Plastic Perforator" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "item_class" "tf_weapon_hunterrifle" "propername" "1" "item_name" "The Plastic Perforator" "item_type_name" "Assault Rifle" "item_quality" "rarity3" "item_description" "Alt-Fire: Aim down the scope for a chance at a headshot Accuracy becomes perfect when aiming Turns Sniper into Striker I'm not s'pposed to use these things? Don't care, I'm tired of snipin'." "item_logname" "lr550" "item_iconname" "lr550" "image_inventory" "backpack/weapons/w_models/w_lr550" "model_world" "models/weapons/w_models/w_lr550_sniper.mdl" "model_player" "models/weapons/v_models/v_lr550_sniper.mdl" "extra_wearable" "models/player\items\sniper\sniper_bill.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { // "min_viewmodel_offset" "10 0 -10" "min_viewmodel_offset" "8.5 -6 -5" "reload time increased hidden" "0.8" "damage bonus hidden" "0.3" "fire rate penalty hidden" "0.06666666666" "clip size penalty hidden" "5" "hidden primary max ammo bonus" "5" // 120 "class select override vcd" "taunt06" } "attributes" // The stats here are kinda weird, for now { // strange restriction type 1" // { // "attribute_class" "mod_no_scope" // "value" "1" // } // "no damage falloff over distance" // { // "attribute_class" "mod_no_dmg_falloff" // "value" "1" // } "reduced zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } "revolver use hit locations" { "attribute_class" "set_weapon_mode" // Display only "value" "1" } "headshot damage increase" { "attribute_class" "headshot_damage_modify" "value" "1.2" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.5" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "50" } "damage bonus" { "attribute_class" "strange_restriction_type_1" "value" "1.875" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.67" } // "clip size penalty" // { // "attribute_class" "strange_restriction_type_2" // "value" "0.8" // 30 // } // "reload time increased" // { // "attribute_class" "torso_scale" // "value" "1.75" // } "strange restriction type 1" { "attribute_class" "mult_spread_scale" "value" "0.025" } } "visuals" { "player_bodygroups" { "hat" "1" } "animation_replacement" { //Deployed "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_SECONDARY" // Standing Deployed "ACT_MP_DEPLOYED" "ACT_MP_RUN_SECONDARY" // Moving Deployed "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_SECONDARY" // Crouched Deployed "ACT_MP_CROUCHWALK_DEPLOYED" "ACT_MP_CROUCHWALK_SECONDARY" // DOESNT FUCKING WORK AAA "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" // Swimming Deployed } "sound_single_shot" "Weapon_M16.Single" "sound_burst" "Weapon_M16.SingleCrit" "sound_reload" "Weapon_SMG.worldreload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" }