// ------------------------------------------------------------------------------------ // // Knockout Custom Weapons V5.3.1 // ------------------------------------------------------------------------------------ // // Combo pack of New Old Weapons Pack V2.1.5 + Tangerine Paint & Grunt's Weapon Addons V2 // ------------------------------------------------------------------------------------ // // Some of this is not needed, too lazy to cleanup atm // ------------------------------------------------------------------------------------ // //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //--New-Old Weapons Pack Entries---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "custom_items_game" { "items" { //-------------------------------- //-------------------------------- //--CROWBAR STUFF - 3300 ~ 3309 -- //-------------------------------- //-------------------------------- "3300" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_bat" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Good for bashing a chucklehead's skull in." "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_scout.mdl" "model_player" "models/weapons/v_models/v_crowbar_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3301" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_shovel" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "For bashing supply-crates and anyone that dares try to steal them from me!" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_soldier.mdl" "model_player" "models/weapons/v_models/v_crowbar_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3302" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_pyro.mdl" "model_player" "models/weapons/v_models/v_crowbar_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3303" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "They come wide at me, this'll pry their eyes right out 'a their noggins!" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_demoman.mdl" "model_player" "models/weapons/v_models/v_crowbar_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_Null" "sound_single_shot" "Weapon_Crowbar.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar_HL1.HitWorld" "sound_double_shot" "Weapon_Crowbar.HitFlesh" "sound_double_shot_npc" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3304" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_fists" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Tiny little Crowbar is good for crushing tiny boxes and tiny heads." "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_heavy.mdl" "model_player" "models/weapons/v_models/v_crowbar_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3305" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_wrench" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Functions identically to the Wrench A good ol' number for building construction!" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_engineer.mdl" "model_player" "models/weapons/v_models/v_crowbar_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3306" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Truly, a good Doctor's weapon of choice!" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_medic.mdl" "model_player" "models/weapons/v_models/v_crowbar_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3307" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_club" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "An ol' Crowbar is always handy in the field." "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_sniper.mdl" "model_player" "models/weapons/v_models/v_crowbar_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3308" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_knife" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Functions identically to the Knife A tool for infiltration - and self-defense." "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_spy.mdl" "model_player" "models/weapons/v_models/v_crowbar_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "3309" { "name" "TF_WEAPON_CROWBAR" "prefab" "weapon_umbrella" "show_in_armory" "1" "item_name" "#TF_Weapon_Crowbar" "item_type_name" "#TF_Weapon_Crowbar" "item_description" "Functions identically to the Umbrella This used to belong to an old bodyguard of mine, but I need this more than he does!" "item_logname" "crowbar" "item_iconname" "crowbar" "image_inventory" "backpack/weapons/w_models/w_crowbar" "model_world" "models/weapons/w_models/w_crowbar_civilian.mdl" "model_player" "models/weapons/v_models/v_crowbar_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------- //----------------------------------- //--FRYING PAN STUFF - 3310 ~ 3319 -- //----------------------------------- //----------------------------------- "3310" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_bat" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" " Oh, what's the matter, you can't hear me? Here, lemme fix that, pal." "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_scout.mdl" "model_player" "models/weapons/v_models/v_frying_pan_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "mod rage on hit bonus" { "attribute_class" "strange_restriction_type_1" "value" "100" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3311" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_shovel" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "This Frying Pan has seen the horrors of War - and of spoiled soup!" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_soldier.mdl" "model_player" "models/weapons/v_models/v_frying_pan_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3312" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_pyro.mdl" "model_player" "models/weapons/v_models/v_frying_pan_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3313" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "taste 'a bacon-grease is nary pleasant." "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_demoman.mdl" "model_player" "models/weapons/v_models/v_frying_pan_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "TFPlayer.DoubleDonk" "sound_single_shot" "FryingPan.HitFlesh" "sound_single_shot_npc" "FryingPan.HitWorld" "sound_double_shot" "FryingPan.HitFlesh" "sound_double_shot_npc" "FryingPan.HitWorld" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3314" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_fists" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "I have killed mother bear with this. I will kill tiny-baby men with this, too." "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_heavy.mdl" "model_player" "models/weapons/v_models/v_frying_pan_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3315" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_wrench" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Functions identically to the Wrench Not my first choice, but it'll do for hammerin'." "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_engineer.mdl" "model_player" "models/weapons/v_models/v_frying_pan_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "mod rage on hit bonus" { "attribute_class" "strange_restriction_type_1" "value" "100" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "FryingPan.HitFlesh" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3316" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "My Diagnosis: 'Chronic Acoustic Trauma'!" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_medic.mdl" "model_player" "models/weapons/v_models/v_frying_pan_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3317" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_club" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Must-have for cooking and bludgeoning in the great outdoors!" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_sniper.mdl" "model_player" "models/weapons/v_models/v_frying_pan_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3318" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_knife" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Functions identically to the Knife When caught empty-handed, sometimes you must improvise to escape alive." "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_spy.mdl" "model_player" "models/weapons/v_models/v_frying_pan_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } "3319" { "name" "TF_WEAPON_FRYING_PAN" "prefab" "weapon_umbrella" "show_in_armory" "1" "item_name" "#TF_Weapon_FryingPan" "item_type_name" "#TF_Weapon_FryingPan" "item_description" "Functions identically to the Umbrella When I'm having a fine breakfast one moment, and running for my life the next!" "item_logname" "fryingpan" "item_iconname" "fryingpan" "image_inventory" "backpack/player/items/all_class/all_pan" "model_world" "models/weapons/w_models/w_frying_pan_civilian.mdl" "model_player" "models/weapons/v_models/v_frying_pan_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt06" "min_viewmodel_offset" "5 0 -10" } "attributes" { "mod rage on hit bonus" { "attribute_class" "strange_restriction_type_1" "value" "100" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "FryingPan.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_pot_pickup.wav" "drop_sound" "#ui/item_metal_pot_drop.wav" } //--------------------------------- //--------------------------------- //--OBJECTOR STUFF - 3320 ~ 3329 -- Everything here is shifted to be next to the Crowbar and the Frying Pan. Original range was 3390 - 3399! //--------------------------------- //--------------------------------- "3320" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_bat" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "'Please save the whales by not smoking cigarettes anymore (or I'll call 9-1-1 on you!)'" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_scout.mdl" "model_player" "models/weapons/v_models/v_picket_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3321" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_shovel" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "If Hippies are good for one thing, it's giving me signs to beat their asses with!" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_soldier.mdl" "model_player" "models/weapons/v_models/v_picket_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3322" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_fireaxe" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_pyro.mdl" "model_player" "models/weapons/v_models/v_picket_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3323" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Two wee lads walked into an iron bar - Ach, I dunnae remember the rest." "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_demoman.mdl" "model_player" "models/weapons/v_models/v_picket_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Wood.Break" "sound_single_shot" "Weapon_BaseballBat.HitFlesh" "sound_single_shot_npc" "Weapon_Fishwhacker.HitWorld" "sound_double_shot" "Weapon_BaseballBat.HitFlesh" "sound_double_shot_npc" "Weapon_Fishwhacker.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3324" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_fists" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Heavy hopes tiny sign will send message; 'Run while babies still can!'" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_heavy.mdl" "model_player" "models/weapons/v_models/v_picket_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3325" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_wrench" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Functions identically to the Wrench Son, this here's a warning sign, and these here nails ain't for show." "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_engineer.mdl" "model_player" "models/weapons/v_models/v_picket_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3326" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_bonesaw" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "This sign was lodged inside a patient's skull! I was the one who put it there." "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_medic.mdl" "model_player" "models/weapons/v_models/v_picket_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3327" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_club" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Let's see how those fruit-shop owners like a taste a' their own rubbish." "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_sniper.mdl" "model_player" "models/weapons/v_models/v_picket_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3328" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_knife" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Functions identically to the Knife Unwieldy, but useful to blend into a crowd." "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_spy.mdl" "model_player" "models/weapons/v_models/v_picket_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" "special taunt" "1" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } "3329" { "name" "TF_WEAPON_PICKET" "prefab" "weapon_umbrella" "show_in_armory" "1" "item_name" "Conscientious Objector" "item_type_name" "Broken Signpost" "item_description" "Functions identically to the Umbrella My goodness, isn't this quite a violent anti-violence rally!?" "item_logname" "nonnonviolent_protest" "item_iconname" "nonnonviolent_protest" "image_inventory" "backpack/workshop/weapons/c_models/c_picket/c_picket" "model_world" "models/weapons/w_models/w_picket_civilian.mdl" "model_player" "models/weapons/v_models/v_picket_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" "particle on melee hit" "impact_wood" "min_viewmodel_offset" "5 0 -10" } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_BaseballBat.HitFlesh" "sound_melee_hit_world" "Weapon_Fishwhacker.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------------- //-------------------------------- //--THE NEW-NEW SHORTSTOP - 3340-- First actual weapon, boys! Let's get to it! //-------------------------------- //-------------------------------- "3340" { "name" "TF_WEAPON_SHORTSTOP" "prefab" "weapon_pistol" "item_class" "tf_weapon_revolver" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Shortstop" "item_type_name" "Break-Action Pistol" "item_description" " 'Still think you're funny, funny man?'" "item_logname" "shortstop" "item_iconname" "shortstop" "image_inventory" "backpack/workshop/weapons/c_models/c_shortstop/c_shortstop" "model_world" "models/weapons/w_models/w_shortstop.mdl" "model_player" "models/weapons/v_models/v_shortstop_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" "clip size penalty hidden" "0.7" "hidden secondary max ammo penalty" "1.5" "fire rate penalty hidden" "0.7" "damage bonus hidden" "0.3" "reload time increased hidden" "0.9" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "4" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "damage force increase hidden" { "attribute_class" "damage_force_reduction" "value" "1.2" } "airblast vulnerability multiplier hidden" { "attribute_class" "airblast_vulnerability_multiplier" "value" "1.2" } } "visuals" { "sound_single_shot" "Weapon_Short_Stop.Single" "sound_burst" "Weapon_Short_Stop.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--THE FORCE A NATURE - 3341-- //----------------------------- //----------------------------- "3341" { "name" "TF_WEAPON_DOUBLE_BARREL" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_name" "Force-A-Nature" "item_type_name" "Break-Action Scattergun" "item_description" " Ain't so funny now that 'cha flyin' through a windshield, eh, chucklehead?" "item_logname" "force_a_nature" "item_iconname" "force_a_nature" "image_inventory" "backpack/weapons/c_models/c_double_barrel" "model_world" "models/weapons/w_models/w_double_barrel.mdl" "model_player" "models/weapons/v_models/v_double_barrel_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" "reload time increased hidden" "2.8666" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------- //--------------------- //--THE AA GUN - 3342-- //--------------------- //--------------------- "3342" { "name" "TF_WEAPON_AA_GUN" "prefab" "weapon_aagun" "show_in_armory" "1" "propername" "1" "item_name" "#TF_Weapon_AAGun" "item_type_name" "#TF_Weapon_AAGun" "item_description" "Fires fast-moving rockets instead of bullets Rockets explode after a medium distance 'You are going to need much bigger guns!'" // For weapons with functions that aren't immediately obvious, a straightforward description is better. "item_logname" "aagun" "item_iconname" "aa_cannon" "image_inventory" "backpack/weapons/w_models/w_aagun" "model_world" "models/weapons/w_models/w_aagun.mdl" "model_player" "models/weapons/v_models/v_aagun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "centerfire projectile" { "attribute_class" "centerfire_projectile" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "no primary ammo from dispensers while active" { "attribute_class" "no_primary_ammo_from_dispensers" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_blackbox.mdl" } "voice pitch scale" { "attribute_class" "mult_dmgself_push_force" "value" "0.7" } "hand scale" { "attribute_class" "blast_dmg_to_self" "value" "0.7" } } "visuals" { "sound_empty" "Weapon_AAGun.ClipEmpty" "sound_double_shot" "Weapon_AAGun.Fire" "sound_burst" "Weapon_AAGun.FireCrit" "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--THE RIGHTEOUS BISON - 3343-- //------------------------------ //------------------------------ "3343" { "name" "TF_WEAPON_RAYGUN" "prefab" "weapon_pistol" "item_class" "tf_weapon_coilgun" "show_in_armory" "1" "propername" "1" "item_name" "Righteous Bison" "item_type_name" "Raygun" "item_description" " Taste the power of American Space Magic!" "item_logname" "righteous_bison" "item_iconname" "righteous_bison" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_righteousbison/c_drg_righteousbison" "model_world" "models/weapons/w_models/w_raygun.mdl" "model_player" "models/weapons/v_models/v_raygun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "hidden secondary max ammo penalty" "62.4375" "clip size penalty hidden" "0.5" "fire rate penalty hidden" "2.0" "damage bonus hidden" "2.6" "reload time increased hidden" "1.08" "ragdolls become ash" "1" } "attributes" { "energy weapon no ammo" { "attribute_class" "energy_weapon_no_ammo" "value" "1" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.2" } "hit self on miss" { "attribute_class" "strange_restriction_type_1" "value" "1" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Bison.Single" "sound_burst" "Weapon_Bison.SingleCrit" "sound_reload" "Weapon_Bison.Reload" "sound_special2" "Weapon_Bison.Misfire" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--INCENDIARY SHOTGUN - 3344-- //----------------------------- //----------------------------- "3344" { "name" "TF_WEAPON_SHOTGUN_INCENDIARY" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Spitfire" "item_type_name" "Incendiary Shotgun" "item_description" "This weapon has reduced pellet count 'Arhrhy dhth'n phhk mhy chhl khll dh lhk thh.'" "item_logname" "shotgun_incendiary" "item_iconname" "shotgun_incendiary" "image_inventory" "backpack/weapons/w_models/w_spitfire" "model_world" "models/weapons/w_models/w_spitfire.mdl" "model_player" "models/weapons/v_models/v_spitfire_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn dmg increased" { "attribute_class" "mult_wpn_burndmg" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.35" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.35" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_SpitFire.Single" "sound_burst" "Weapon_SpitFire.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--CONCEPT MINIGUN - 3345-- //-------------------------- //-------------------------- "3345" { "name" "TF_WEAPON_MACHINEGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "anim_slot" "secondary" "propername" "1" "item_name" "Heavy Machine Gun" "item_type_name" "Machine Gun" "item_description" " This gun bring memories back to old days of killing many, many baby men. Good times..." "item_logname" "machinegun" "item_iconname" "machinegun" "image_inventory" "backpack/weapons/w_models/w_machinegun" "model_world" "models/weapons/w_models/w_machinegun.mdl" "model_player" "models/weapons/v_models/v_machinegun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "class select override vcd" "taunt02" } "attributes" { "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.35" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.75" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.65" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.75" } } "visuals" { "sound_empty" "Weapon_MachineGun.ClipEmpty" "sound_double_shot" "Weapon_MachineGun.Fire" "sound_burst" "Weapon_MachineGun.FireCrit" "sound_special1" "Weapon_MachineGun.WindUp" "sound_special2" "Weapon_MachineGun.WindDown" "sound_special3" "Weapon_MachineGun.Spin" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_STAND_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_CROUCH_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_SWIM_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" //Deployed "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_DEPLOYED" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_DEPLOYED_PRIMARY" "ACT_MP_SWIM_SECONDARY" "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--THE BLUTSAUGER - 3346-- //------------------------- //------------------------- "3346" { "name" "TF_WEAPON_LEECHGUN" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_name" "Blutsauger" "item_type_name" "#TF_Weapon_SyringeGun" "item_description" " 'The healing is not as rewarding as the hurting.'" "item_logname" "blutsauger" "item_iconname" "blutsauger" "image_inventory" "backpack/weapons/c_models/c_leechgun/c_leechgun" "model_world" "models/weapons/w_models/w_leechgun.mdl" "model_player" "models/weapons/v_models/v_leechgun_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "health drain" { "attribute_class" "add_health_regen" "value" "-2" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_leech_proj.mdl" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--THE POWERJACK - 3347-- //------------------------ //------------------------ "3347" { "name" "TF_WEAPON_POWERJACK" "prefab" "weapon_fireaxe" "show_in_armory" "1" "propername" "1" "item_name" "Powerjack" "item_type_name" "#TF_Weapon_SledgeHammer" "item_description" " The hat provides no tactical advantage whatsoever." "item_logname" "powerjack" "item_iconname" "powerjack" "image_inventory" "backpack/workshop/weapons/c_models/c_powerjack/c_powerjack" "model_world" "models/weapons/w_models/w_powerjack.mdl" "model_player" "models/weapons/v_models/v_powerjack_pyro.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/set_attendant.mdl" "used_by_classes" { "pyro" "1" } "static_attrs" { "particle on melee hit" "nutsnbolts_build" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "25" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } "crit vs wet players hidden" { "attribute_class" "crit_vs_wet_players" "value" "1" } } "visuals" { "sound_melee_hit" "Weapon_Crowbar.HitFlesh" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------ //------------------ //--THE JAG - 3348-- //------------------ //------------------ "3348" { "name" "TF_WEAPON_JAG" "prefab" "weapon_wrench" "show_in_armory" "1" "propername" "1" "item_name" "Jag" "item_type_name" "#TF_Weapon_Wrench" "item_description" " For when I ain't got the time to just sit back." "item_logname" "wrench_jag" "item_iconname" "wrench_jag" "image_inventory" "backpack/workshop/weapons/c_models/c_jag/c_jag" "model_world" "models/weapons/w_models/w_jag.mdl" "model_player" "models/weapons/v_models/v_jag_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "Construction rate increased" { "attribute_class" "mult_construction_value" "value" "1.3" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "Repair rate decreased" { "attribute_class" "mult_repair_value" "value" "0.80" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.67" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------- //----------------------- //--THE ORIGINAL - 3349-- //----------------------- //----------------------- "3349" { "name" "TF_WEAPON_ORIGINAL_RL" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Original" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "You had better start quaking in your boots." "item_logname" "quake_rl" "item_iconname" "quake_rl" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_bet_rocketlauncher/c_bet_rocketlauncher" "model_world" "models/weapons/w_models/w_bet_rocketlauncher.mdl" "model_player" "models/weapons/v_models/v_bet_rocketlauncher_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" "min_viewmodel_offset" "-5 0 -10" } "attributes" { "centerfire projectile" { "attribute_class" "centerfire_projectile" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_original.mdl" } } "visuals" { "sound_single_shot" "Weapon_QuakeRPG.Single" "sound_burst" "Weapon_QuakeRPG.SingleCrit" "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" } "mouse_pressed_sound" "#weapons/quake_ammo_pickup_remastered.wav" "drop_sound" "#weapons/quake_rpg_reload_remastered.wav" } //--------------------------------- //--------------------------------- //--TEST PYRO FLAMETHROWER - 3350-- //--------------------------------- //--------------------------------- "3350" { "name" "TF_WEAPON_FIREBALL_LAUNCHER" "prefab" "weapon_flamethrower" "item_class" "tf_weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Dragon's Fury" "item_type_name" "Fireball Launcher" "item_description" "This weapon cannot Airblast Launches balls of fire that explode and ignite enemies on hit" "item_logname" "dragons_fury" "item_iconname" "dragons_fury" "image_inventory" "backpack/weapons/c_models/c_flameball/c_flameball" "model_world" "models/weapons/w_models/w_flameball.mdl" "model_player" "models/weapons/v_models/v_flameball_pyro_RL.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "mod max primary clip override" "-1" "rocket limited lifetime" "0.5" "hidden primary max ammo bonus" "2" "fire rate penalty hidden" "0.85" "damage bonus hidden" "0.75" "crit mod disabled hidden" "0" } "attributes" { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "airblast disabled" { "attribute_class" "strange_restriction_type_1" "value" "1" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.75" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0.65" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.25" } } "visuals" { "sound_single_shot" "Weapon_DragonsFury.Single" "sound_burst" "Weapon_DragonsFury.SingleCrit" "sound_empty" "Weapon_DragonsFury.PressureBuildStop" "sound_reload" "Weapon_DragonsFury.PressureBuildStop" "sound_special1" "Weapon_Airstrike.Explosion" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--REMOTE DEPLOY PDA - 3351-- //---------------------------- //---------------------------- "3351" { "name" "TF_WEAPON_REMOTEDEPLOY_PDA" "prefab" "weapon_pda" "show_in_armory" "1" "item_name" "PDA: Remote Signal" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" "" "image_inventory" "backpack/weapons/w_models/w_remotesignal_pda" "model_world" "models/weapons/w_models/w_remotesignal_pda.mdl" "model_player" "models/weapons/v_models/v_remotesignal_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "pda can remote deploy" { "attribute_class" "pda_remote_deploy" "value" "1" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //---------------------------- //---------------------------- //--JUMP PAD PDA - 3352------- //---------------------------- //---------------------------- "3352" { "name" "TF_WEAPON_JUMPPAD_PDA" "prefab" "weapon_pda" "show_in_armory" "1" "item_name" "PDA: Jump Pad" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" " Build up to 2 Jump Pads to allow your teammates to reach new heights" "image_inventory" "backpack/weapons/w_models/w_jumppad_pda" "model_world" "models/weapons/w_models/w_jumppad_pda.mdl" "model_player" "models/weapons/v_models/v_jumppad_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "teleporter is jump pad" { "attribute_class" "set_teleporter_mode" "value" "1" } "engineer teleporter build rate multiplier" { "attribute_class" "teleporter_build_rate_multiplier" "value" "4.5" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------- //--------------------------- //--SPEED WATCH TEST - 3353-- //--------------------------- //--------------------------- "3353" { "name" "TF_WEAPON_SPEEDWATCH" "prefab" "weapon_invis" "show_in_armory" "1" "propername" "1" "item_name" "Tactical Retreat" "item_type_name" "#TF_Weapon_Watch" "item_description" " For when things get out of hand." "image_inventory" "backpack/workshop_partner/weapons/v_models/v_hm_watch/v_hm_watch" "model_player" "models/weapons/v_models/v_hm_watch_spy.mdl" "attach_to_hands" "0" "used_by_classes" { "spy" "1" } "attributes" { "set cloak is speed" { "attribute_class" "set_weapon_mode" "value" "3" } "move speed bonus while cloaked" { "attribute_class" "mult_player_movespeed_cloaked" "value" "1.3" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "15" } "cloak consume rate increased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "1.5" } } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //---------------------------- //---------------------------- //--CIV HOLY MACKEREL - 3354-- //---------------------------- //---------------------------- "3354" { "name" "TF_WEAPON_HOLYMACKEREL" "prefab" "weapon_umbrella" "show_in_armory" "1" "propername" "1" "item_name" "Holy Mackerel" "item_type_name" "Fresh-Wrapped Fish" "item_description" "Getting hit by a fish has got to be humiliating." "item_logname" "holymackerel" "item_iconname" "holymackerel_fishkill" "image_inventory" "backpack/workshop/weapons/c_models/c_holymackerel/c_holymackerel" "model_world" "models/weapons/w_models/w_holymackerel_civilian.mdl" "model_player" "models/weapons/v_models/v_holymackerel_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt06" } "attributes" { "strange restriction type 1" { "attribute_class" "provide_on_active" "value" "1" } "voice pitch scale" { "attribute_class" "mult_crit_chance" "value" "1.25" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_HolyMackerel.HitFlesh" "sound_melee_hit_world" "Weapon_HolyMackerel.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_gooey_pickup.wav" "drop_sound" "#ui/hitsound_squasher.wav" } //---------------------------- //---------------------------- //--KGB & GRU - 3355 - 3356 -- //---------------------------- //---------------------------- "3355" { "name" "TF_WEAPON_BOXING_GLOVES" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_name" "Killing Gloves of Boxing" "item_type_name" "#TF_Weapon_Gloves" "item_description" " 'I am going to kill you, and kill you, and kill you!'" "item_logname" "gloves" "item_iconname" "gloves" "image_inventory" "backpack/weapons/c_models/c_boxing_gloves/c_boxing_gloves" "model_world" "models/weapons/w_models/w_boxing_gloves.mdl" "model_player" "models/weapons/v_models/v_boxing_gloves_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } } "hide_bodygroups_deployed_only" "1" "visuals" { "player_bodygroups" { "hands" "1" } "sound_melee_miss" "Weapon_BoxingGloves.Miss" "sound_melee_hit" "Weapon_BoxingGloves.HitFlesh" "sound_melee_hit_world" "Weapon_BoxingGloves.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCrit" } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } "3356" { "name" "TF_WEAPON_BOXING_GLOVES_URGENT" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_name" "Gloves of Running Urgently" "item_type_name" "#TF_Weapon_Gloves" "item_description" " Tiny cowards think they can run from me? Hah! They are wrong." "item_logname" "gloves_running_urgently" "item_iconname" "gloves_running_urgently" "image_inventory" "backpack/weapons/c_models/c_boxing_gloves_urgency/c_boxing_gloves_urgency" "model_world" "models/weapons/w_models/w_boxing_gloves_urgent.mdl" "model_player" "models/weapons/v_models/v_boxing_gloves_urgent_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "2" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.3" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } } "hide_bodygroups_deployed_only" "1" "visuals" { "player_bodygroups" { "hands" "1" } "sound_melee_miss" "Weapon_BoxingGloves.Miss" "sound_melee_hit" "Weapon_BoxingGloves.HitFlesh" "sound_melee_hit_world" "Weapon_BoxingGloves.HitWorld" "sound_burst" "Weapon_BoxingGloves.MissCrit" } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //---------------------------- //---------------------------- //--EXPLOSIVE JARATE - 3357 -- //---------------------------- //---------------------------- "3357" { "name" "TF_WEAPON_EXPLOSIVE_JARATE" "prefab" "weapon_smg" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "anim_slot" "item1" "propername" "1" "item_name" "Jarate" "item_type_name" "#TF_Weapon_Jar" "item_description" " Hey, as long as it works." "item_logname" "jarate" "item_iconname" "what" "image_inventory" "backpack/weapons/c_models/urinejar" "model_world" "models/weapons/w_models/w_urinejar.mdl" "model_player" "models/weapons/v_models/v_urinejar_sniper.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/sniper_jarmaments.mdl" "used_by_classes" { "sniper" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "0.002" "add condition on hit" "30 10.0" "allowed in medieval mode" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "jarate description" { "attribute_class" "desc_jarate_description" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_urinejar_projectile.mdl" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "1.5" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.15" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.4" } } "visuals" { "sound_single_shot" "Weapon_Jarate.Single" "sound_burst" "Weapon_Jarate.Single" "sound_special1" "Jar.Explode" "sound_special2" "Jar.Explode" "sound_special3" "Weapon_Jarate.Single" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //----------------------------- //----------------------------- //--ENGI REVOLVER - 3358------- //----------------------------- //----------------------------- "3358" { "name" "TF_WEAPON_REVOLVER_ENGI" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Six-Shooter" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Functions identically to the Revolver Just need one ol' gun and six shots." "item_logname" "sixshooter" "item_iconname" "sixshooter" "image_inventory" "backpack/weapons/w_models/w_sixshooter" "model_world" "models/weapons/w_models/w_sixshooter.mdl" "model_player" "models/weapons/v_models/v_sixshooter_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "damage bonus hidden" "2.66" "clip size penalty hidden" "0.5" "fire rate penalty hidden" "3.4" "hidden secondary max ammo penalty" "0.18" } "visuals" { "sound_single_shot" "Weapon_EngiRevolver.Single" "sound_burst" "Weapon_EngiRevolver.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--COW MANGLER 5K - 3359-- //------------------------- //------------------------- "3359" { "name" "TF_WEAPON_COWMANGLER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Cow Mangler 5000" "item_type_name" "Particle Launcher" "item_description" "Afterburn deals no damage 'Scientists in the future have studied your ass for centuries - and sent me back in time to kick it.'" "item_logname" "cow_mangler" "item_iconname" "cow_mangler" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_cowmangler/c_drg_cowmangler" "model_world" "models/weapons/w_models/w_cowmangler.mdl" "model_player" "models/weapons/v_models/v_cowmangler_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt06" "hidden primary max ammo bonus" "49.95" "ragdolls become ash" "1" } "attributes" { "energy weapon no ammo" { "attribute_class" "energy_weapon_no_ammo" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "crit vs burning players" { "attribute_class" "or_crit_vs_playercond" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.25" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.4" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } "hand scale" { "attribute_class" "mult_wpn_burntime" "value" "0.215" } "voice pitch scale" { "attribute_class" "mult_wpn_burndmg" "value" "0" } } "visuals" { "player_bodygroups" { "rocket" "0" } "sound_single_shot" "Weapon_CowMangler.Single" "sound_burst" "Weapon_CowMangler.Single" "sound_reload" "Weapon_CowMangler.Reload" "sound_special1" "Weapon_CowMangler.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--THE EYELANDER - 3360-- //------------------------ //------------------------ "3360" { "name" "TF_WEAPON_CLAYMORE" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "propername" "1" "item_name" "Eyelander" "item_type_name" "Cursed Sword" "item_description" "This weapon cannot start a Charge Don't be next on me head-count, lad!" "item_logname" "claymore" "item_iconname" "sword" "image_inventory" "backpack/weapons/c_models/c_claymore/c_claymore" "model_world" "models/weapons/w_models/w_claymore.mdl" "model_player" "models/weapons/v_models/v_claymore_demoman.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/chargin_targe.mdl" "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" "decapitate type" "1" "melee range multiplier" "1.35" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "3" } "heal on kill" { "attribute_class" "heal_on_kill" "value" "15" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_Sword.HitHeads" "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------------- //--------------------------------- // Ol' Brimstone // V5.3 Rate of fire halved // V5.3.1 Reverted fire rate change, was too much //--------------------------------- //--------------------------------- "3361" { "name" "TF_WEAPON_GRENADELAUNCHER_DM" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Ol' Brimstone" "item_type_name" "Pump-Action Grenade Launcher" "item_description" " A wee lad in a mask was in a mighty hurry and left this pretty bloody thing behind. T'is me lucky day!" "item_logname" "grenadelauncher_dm" "item_iconname" "grenadelauncher_dm" "image_inventory" "backpack/weapons/w_models/w_grenadelauncher_dm" "model_world" "models/weapons/w_models/w_grenadelauncher_dm.mdl" "model_player" "models/weapons/v_models/v_grenadelauncher_dm_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "2" } "attributes" { "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_grenade_grenadelauncher_dm_RL.mdl" } // Backend stuff "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "0.85" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0.5" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_GrenadeLauncherDM.Single" "sound_burst" "Weapon_GrenadeLauncherDM.SingleCrit" "sound_reload" "Weapon_GrenadeLauncherDM.DrumLoad" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--BLEED SYRINGEGUN - 3362-- //--------------------------- //--------------------------- "3362" { "name" "TF_WEAPON_SYRINGEGUN_BLEED" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_name" "Aderlasser" "item_type_name" "#TF_Weapon_SyringeGun" "item_description" " As part of the procedure, I will need to take your blood - All of it." "item_logname" "syringegun_bleed" "item_iconname" "syringegun_bleed" "image_inventory" "backpack/weapons/w_models/w_mp40" "model_world" "models/weapons/w_models/w_mp40.mdl" "model_player" "models/weapons/v_models/v_mp40_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "3.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_mp40_proj.mdl" } } "visuals" { "sound_single_shot" "Weapon_MP40_Bleed.Single" "sound_burst" "Weapon_MP40_Bleed.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- //--MINICRIT SNIPER - 3363-- //-------------------------- //-------------------------- "3363" { "name" "TF_WEAPON_WA2000_MARKER" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Marksman's Marker" "item_type_name" "#TF_Weapon_SniperRifle" "item_description" " Sometimes, you can let the rough-types do the dirty work for you." "item_logname" "wa2k_marker" "item_iconname" "wa2k_marker" "image_inventory" "backpack/workshop/weapons/c_items/c_ess_eliminator/essendon_eliminator" "model_world" "models/weapons/w_models/w_wa2k_marker.mdl" "model_player" "models/weapons/v_models/v_wa2k_marker_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 3.5" } "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.7" } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "7.5" } "damage penalty" { "attribute_class" "voice_pitch_scale" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_WA2K_Marker.Single" "sound_burst" "Weapon_WA2K_Marker.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------- //--------------------------------- //-ENGINEER METAL BACKPACK - 3364-- // V5.3.1 Raised metal amount, removed damage penalty //--------------------------------- //--------------------------------- "3364" { "name" "TF_WEARABLE_BACKPACK" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "primary" "equip_region" "back" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Storage Backpack" "item_type_name" "Backpack" "item_description" " Replaces your Shotgun You are unable to use a Primary Weapon while this item is equipped" "image_inventory" "backpack/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup" "model_player" "models/player/items/engineer_winter_backup_backpack.mdl" "extra_wearable" "models/player/items/engineer_winter_backup_backpack.mdl" "used_by_classes" { "engineer" "1" } "loadondemand" "1" "act_as_wearable" "1" "attributes" { "maxammo metal increased" { "attribute_class" "mult_maxammo_metal" "value" "1.75" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //------------------- //------------------- //--QUICK FIX- 3365-- //------------------- //------------------- "3365" { "name" "TF_WEAPON_QUICK_FIX" "prefab" "weapon_medigun" "show_in_armory" "1" "equip_region" "medigun_backpack" "propername" "1" "item_name" "Quick Fix" "item_type_name" "#TF_Weapon_Medigun_Prototype" "item_description" " Feel the power surging through your body." "image_inventory" "backpack/weapons/c_models/c_proto_medigun/c_proto_medigun" "model_world" "models/weapons/w_models/w_quickfix.mdl" "model_player" "models/weapons/v_models/v_quickfix_medic.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/quickfix_backpack.mdl" "used_by_classes" { "medic" "1" } "attributes" { "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "1" } "heal rate bonus" { "attribute_class" "mult_medigun_healrate" "value" "1.4" } "ubercharge rate bonus" { "attribute_class" "mult_medigun_uberchargerate" "value" "1.1" } "health regen" { "attribute_class" "add_health_regen" "value" "3" } "powerup duration" { "attribute_class" "strange_restriction_type_1" "value" "5" } "voice pitch scale" { "attribute_class" "add_uber_time" "value" "0.625" } } "visuals" { "player_bodygroups" { "medic_backpack" "1" } "sound_single_shot" "Weapon_Quick_Fix.Healing" "sound_special2" "TFPlayer.QuickFixInvulnerableOn" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--MOLOTOV TEST - 3366-- //----------------------- //----------------------- "3366" { "name" "TF_WEAPON_GASCAN" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Gas Passer" "item_type_name" "Jerry Can" "item_description" " When thrown, produces an explosion of fire that ignites enemies after a small delay" "item_logname" "jar_gas" "item_iconname" "jar_gas" "image_inventory" "backpack/weapons/c_models/c_gascan/c_gascan" "model_world" "models/weapons/w_models/w_gascan.mdl" "model_player" "models/weapons/v_models/v_gascan_pyro.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/pyro_firemans_essentials_backpack.mdl" "used_by_classes" { "pyro" "1" } "static_attrs" { "override projectile type" "3" "damage bonus hidden" "0.25" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" "special taunt" "1" } "attributes" { "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_gascan.mdl" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "1.0" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_GasCan.Throw" "sound_burst" "Weapon_GasCan.Throw" "sound_special1" "Weapon_GasCan.Explode" "sound_special2" "Weapon_GasCan.Explode" "sound_special3" "Weapon_GasCan.Throw" } "mouse_pressed_sound" "#ui/item_paint_can_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //------------------ //------------------ //--SANDMAN - 3367-- //------------------ //------------------ "3367" { "name" "TF_WEAPON_WOOD_BAT" "prefab" "weapon_bat" "show_in_armory" "1" "propername" "1" "item_name" "Sandman" "item_type_name" "#TF_Weapon_Bat" "item_description" "This weapon cannot launch Baseballs Oh, 'Night-night', you big freakin' dumbass. Ya need your little baby-blankie too?" "item_logname" "sandman" "item_iconname" "sandman" "image_inventory" "backpack/weapons/c_models/c_wooden_bat/c_wooden_bat" "model_world" "models/weapons/w_models/w_wooden_bat.mdl" "model_player" "models/weapons/v_models/v_wooden_bat_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.49" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_baseball.mdl" } } "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" } //------------------------------------- //------------------------------------- //--DISCIPLINARY ACTION HYBRID - 3368-- //------------------------------------- //------------------------------------- "3368" { "name" "TF_WEAPON_RIDING_CROP" "prefab" "weapon_shovel" "item_class" "tf_weapon_umbrella" "show_in_armory" "1" "propername" "1" "item_name" "Disciplinary Action" "item_type_name" "Riding Crop" "item_description" "Alt-Fire: Grant an Ally temporary Mini-Crits (20s cooldown) 'We will push until there is nothing left to push!'" "item_logname" "disciplinary_action" "item_iconname" "disciplinary_action" "image_inventory" "backpack/workshop/weapons/c_models/c_riding_crop/c_riding_crop" "model_world" "models/weapons/w_models/w_riding_crop.mdl" "model_player" "models/weapons/v_models/v_riding_crop_soldier.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/set_generalformals.mdl" "used_by_classes" { "soldier" "1" } "static_attrs" { "fire rate penalty hidden" "1.6" "damage bonus hidden" "1.39" "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "damage penalty" { "attribute_class" "voice_pitch_scale" "value" "0.75" } "dmg taken from bullets increased" { "attribute_class" "mult_dmgtaken_from_bullets" "value" "1.2" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "1.65" } } "visuals" { "player_bodygroups" { "hat" "1" } "sound_melee_miss" "DisciplineDevice.Swing" "sound_burst" "DisciplineDevice.SwingCrit" "sound_melee_hit" "DisciplineDevice.Impact" "sound_melee_hit_world" "DisciplineDevice.HitWorld" "sound_special1" "DisciplineDevice.PowerUp" } "mouse_pressed_sound" "#ui/item_hat_pickup.wav" "drop_sound" "#ui/item_hat_drop.wav" } //---------------------- //---------------------- //--HOMEWRECKER - 3369-- //---------------------- //---------------------- "3369" { "name" "TF_WEAPON_HOMEWRECKER" "prefab" "weapon_fireaxe" "item_class" "tf_weapon_wrench" "show_in_armory" "1" "propername" "1" "item_name" "Homewrecker" "item_type_name" "#TF_Weapon_Sledgehammer" "item_description" " 'Uda yh phyy a-nhh dh emhhphh?'" "item_logname" "sledgehammer" "item_iconname" "sledgehammer" "image_inventory" "backpack/workshop/weapons/c_models/c_sledgehammer/c_sledgehammer" "model_world" "models/weapons/w_models/w_sledgehammer.mdl" "model_player" "models/weapons/v_models/v_sledgehammer_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "damage applies to sappers" { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "2.654" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.754" } "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.01" } } "visuals" { "sound_melee_miss" "Weapon_FireAxe.Miss" "sound_melee_hit" "Weapon_Machete.HitFlesh" "sound_melee_hit_world" "Weapon_FireAxe.HitWorld" "sound_burst" "Weapon_FireAxe.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" "sound_special2" "Weapon_FireAxe.HitWorld" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //------------------------ //------------------------ //--RESCUE RANGER - 3370-- //------------------------ //------------------------ "3370" { "name" "TF_WEAPON_RESCUE_RANGER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Rescue Ranger" "item_type_name" "Telemax Shotgun" "item_description" "Projectiles cannot repair buildings For when you need to get outta trouble in a big ol' hurry!" "item_logname" "rescue_ranger" "item_iconname" "rescue_ranger" "image_inventory" "backpack/workshop/weapons/c_models/c_tele_shotgun/c_tele_shotgun" "model_world" "models/weapons/w_models/w_tele_shotgun.mdl" "model_player" "models/weapons/v_models/v_tele_shotgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "30" "damage bonus hidden" "6.7" } "attributes" { "engineer building teleporting pickup" { "attribute_class" "building_teleporting_pickup" "value" "100" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "mark for death on building pickup" { "attribute_class" "mark_for_death_on_building_pickup" "value" "1" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_repair_claw.mdl" } } "visuals" { "sound_single_shot" "Weapon_RescueRanger.Single" "sound_burst" "Weapon_RescueRanger.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------ //------------------ //--STENGUN - 3371-- //------------------ //------------------ "3371" { "name" "TF_WEAPON_STEN_NAILGUN" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_name" "Sydney Spikeshooter" "item_type_name" "#TF_Weapon_Nailgun" "item_description" " And, just so you know, mate - these rail-spikes still got rust on 'em." "item_logname" "sten_nailgun" "item_iconname" "sten_nailgun" "image_inventory" "backpack/weapons/w_models/w_stengun" "model_world" "models/weapons/w_models/w_stengun.mdl" "model_player" "models/weapons/v_models/v_stengun_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "override projectile type" "29" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "3.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_STENGun.Single" "sound_burst" "Weapon_STENGun.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--HEAVY SHOTGUN - 3372-- //------------------------ //------------------------ "3372" { "name" "TF_WEAPON_FAMILY_BUSINESS" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Family Business" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Efficiency of Mother Russia at her best." "item_logname" "family_business" "item_iconname" "family_business" "image_inventory" "backpack/workshop/weapons/c_models/c_russian_riot/c_russian_riot" "model_world" "models/weapons/w_models/w_russian_riot.mdl" "model_player" "models/weapons/v_models/v_russian_riot_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.33" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } } "visuals" { "sound_single_shot" "Weapon_FamilyBusiness.Single" "sound_burst" "Weapon_FamilyBusiness.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--REVOLVER THING - 3373-- //------------------------- //------------------------- "3373" { "name" "TF_WEAPON_ENFORCER" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_name" "Enforcer" "item_type_name" "#TF_Weapon_Revolver" "item_description" "Damage dealt with this weapon ignores any active resistances Something to finish up the job with." "item_logname" "enforcer" "item_iconname" "enforcer" "image_inventory" "backpack/workshop/weapons/c_models/c_snub_nose/c_snub_nose" "model_world" "models/weapons/w_models/w_snub_nose.mdl" "model_player" "models/weapons/v_models/v_snub_nose_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "dmg pierces resists absorbs" { "attribute_class" "mod_pierce_resists_absorbs" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.35" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Enforcer.Single" "sound_burst" "Weapon_Enforcer.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------- //---------------------- //--FUNNY KNIFE - 3374-- //---------------------- //---------------------- "3374" { "name" "TF_WEAPON_DNA_KNIFE" "prefab" "weapon_knife" "show_in_armory" "1" "propername" "1" "item_name" "Eternal Reward" "item_type_name" "#TF_Weapon_Knife" "item_description" "Transformations will not be at full health When successfully hitting an Enemy, copy their current Class and Weapons onto you" "item_logname" "eternal_reward" "item_iconname" "eternal_reward" "image_inventory" "backpack/workshop/weapons/c_models/c_eternal_reward/c_eternal_reward" "model_world" "models/weapons/w_models/w_eternal_reward.mdl" "model_player" "models/weapons/v_models/v_eternal_reward_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "disguise on backstab" { "attribute_class" "mod_onhit_copy_victim" "value" "1" } "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } "mult cloak meter consume rate" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "1.33" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } // Backend stuff "strange restriction type 1" { "attribute_class" "add_onhit_addhealth" "value" "-65" } } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v1.5.0 STUFF --- //--------------------------- //--------------------------- //--------------------------- //-------------------------- //-------------------------- //--SCOUT THROWABLE - 3375-- //-------------------------- //-------------------------- "3375" { "name" "TF_WEAPON_CLEAVER" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Flying Guillotine" "item_type_name" "#TF_Weapon_Cleaver" "item_description" " 'Man, your skull's so soft - you're makin' this easy!'" "item_logname" "guillotine" "item_iconname" "guillotine" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver" "model_world" "models/weapons/w_models/w_sd_cleaver.mdl" "model_player" "models/weapons/v_models/v_sd_cleaver_scout.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/scout_tourniquet.mdl" "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "0.28" "allowed in medieval mode" "1" "min_viewmodel_offset" "10 0 -10" } "attributes" { "cleaver description" { "attribute_class" "desc_cleaver_description" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_sd_cleaver_projectile.mdl" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.5" } "hand scale" { "attribute_class" "mult_explosion_radius" "value" "0.01" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "0.5" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0" } } "visuals" { "sound_single_shot" "Cleaver.Single" "sound_burst" "Cleaver.Single" "sound_special1" "Cleaver.ImpactFlesh" "sound_special2" "Cleaver.ImpactWorld" "sound_special3" "Cleaver.Single" } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------- //------------------- //-MANTREADS - 3376-- //------------------- //------------------- "3376" { "name" "TF_WEARABLE_TANKERBOOTS" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "secondary" "equip_region" "feet" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Mantreads" "item_type_name" "#TF_Wearable_Boots" "item_description" "" "item_logname" "mantreads" "item_iconname" "mantreads" "image_inventory" "backpack/workshop/player/items/soldier/mantreads/mantreads" "model_player" "models/player/items/tankerboots.mdl" "model_player_per_class" { "soldier" "models/player/items/tankerboots.mdl" "demoman" "models/player/items/tankerboots_demo.mdl" } "used_by_classes" { "soldier" "secondary" "demoman" "primary" } "loadondemand" "1" "act_as_wearable" "1" "attributes" { "damage force reduction" { "attribute_class" "damage_force_reduction" "value" "0.25" } "boots falling stomp" { "attribute_class" "boots_falling_stomp" "value" "1" } "airblast vulnerability multiplier" { "attribute_class" "airblast_vulnerability_multiplier" "value" "0.25" } "armor footsteps" { "attribute_class" "mod_armor_footsteps" "value" "2" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //----------------------------- //----------------------------- // Dalokohs Bar // V5.3 HP buff changed from 75hp to 150hp //----------------------------- //----------------------------- "3377" { "name" "The Sandvich" "prefab" "weapon_sandvich" "show_in_armory" "1" "propername" "1" "item_name" "Dalokohs Bar" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" " Taste of good chocolate while killing baby cowards... is very, very good!" "image_inventory" "backpack/workshop/weapons/c_models/c_chocolate/c_chocolate" "model_world" "models/weapons/w_models/w_chocolate.mdl" "model_player" "models/weapons/v_models/v_chocolate_heavy.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/heavy_sandvichsafe.mdl" "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "2" "item_meter_charge_type" "1" "item_meter_charge_rate" "10" "meter_label" "#TF_Sandwich" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "150" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/items/plate_chocolate.mdl" } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } //------------------------- //------------------------- //--CIV HEAL MELEE - 3378-- //------------------------- //------------------------- "3378" { "name" "TF_WEAPON_CIV_HEALER" "prefab" "weapon_umbrella" "item_class" "tf_weapon_taser" "show_in_armory" "1" "propername" "1" "item_name" "Trust Fund" "item_type_name" "Commemorative Trophy" "item_description" "This weapon cannot provide Mini-Crit Boosts Hit teammates for a quick full heal to maximum health (10s cooldown)" "item_logname" "civ_healer" "item_iconname" "freedom_staff" "image_inventory" "backpack/workshop_partner/weapons/c_models/c_tw_eagle/c_tw_eagle" "model_world" "models/weapons/w_models/w_tw_eagle.mdl" "model_player" "models/weapons/v_models/v_tw_eagle_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "class select override vcd" "taunt01" "fire rate penalty hidden" "0.625" "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "heal rate bonus" { "attribute_class" "voice_pitch_scale" "value" "2.0" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.75" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "0.33" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //--------------------- //--------------------- //--INSIDE JAB - 3379-- //--------------------- //--------------------- "3379" { "name" "TF_WEAPON_KNIFE_GUN" "prefab" "weapon_knife" "show_in_armory" "1" "propername" "1" "item_name" "Inside Jab" "item_type_name" "...Revolver?" "item_description" " Little do they know, you have brought a knife-gun to a knife fight." "item_logname" "knife_gun" "item_iconname" "knife_gun" "image_inventory" "backpack\workshop\weapons\c_models\c_pistol_knife\c_pistol_knife" "model_player" "models/weapons/v_models/v_pistol_knife_spy.mdl" "attach_to_hands" "2" "extra_wearable" "models/weapons/w_models/w_pistol_knife.mdl" "used_by_classes" { "spy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.6" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "2.0" } "mod flamethrower back crit" { "attribute_class" "set_flamethrower_back_crit" "value" "1.0" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.05" } } "visuals" { "sound_melee_hit" "Weapon_PistolKnife.Hit" } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //---------------------- //---------------------- //--DIRECT HIT - 3380 -- //---------------------- //---------------------- "3380" { "name" "TF_WEAPON_DIRECTHIT" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Direct Hit" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" " The Eagles are screaming! I am screaming! You are not screaming - you are dead!" "item_logname" "directhit" "item_iconname" "directhit" "image_inventory" "backpack/weapons/c_models/c_directhit/c_directhit" "model_world" "models/weapons/w_models/w_directhit.mdl" "model_player" "models/weapons/v_models/v_directhit_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt07" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.8" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.3" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_directhit.mdl" } } "visuals" { "sound_single_shot" "Weapon_RPG_DirectHit.Single" "sound_burst" "Weapon_RPG_DirectHit.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_DirectHit.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------------- //-------------------------------------- //--INCENDIARY ROCKET FLAREGUN - 3381 -- //-------------------------------------- //-------------------------------------- "3381" { "name" "TF_WEAPON_ROCKET_FLAREGUN" "item_class" "tf_weapon_flaregun" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Firecannon" "item_type_name" "#TF_Weapon_FlareGun" "item_description" " Fires incendiary shells that explode on contact with any object" "item_logname" "rocket_flaregun" "item_iconname" "rocket_flaregun" "image_inventory" "backpack/weapons/w_models/w_concept_flaregun" "model_world" "models/weapons/w_models/w_concept_flaregun.mdl" "model_player" "models/weapons/v_models/v_concept_flaregun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "override projectile type" "2" "min_viewmodel_offset" "10 0 -10" "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.75" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "1.50" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.7" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_concept_flaregun_shell.mdl" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "0.45" } "voice pitch scale" { "attribute_class" "mult_explosion_radius" "value" "0.65" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "1.35" } "hand scale" { "attribute_class" "mult_wpn_burntime" "value" "1.0" } } "visuals" { "sound_single_shot" "Weapon_Detonator.Fire" "sound_burst" "Weapon_Detonator.FireCrit" "sound_special1" "Weapon_Detonator.Detonate" "sound_reload" "Weapon_FlareGun.WorldReload_Alt" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------- //--------------------- //--TEST NAILS - 3382-- //--------------------- //--------------------- "3382" { "name" "TF_WEAPON_NAIL_WRENCH" "prefab" "weapon_wrench" "show_in_armory" "1" "propername" "1" "item_name" "Southern Hospitality" "item_type_name" "#TF_Weapon_Wrench" "item_description" " 'You were gettin' too big for your britches!'" "item_logname" "southern_hospitality" "item_iconname" "southern_comfort_kill" "image_inventory" "backpack/workshop/weapons/c_models/c_spikewrench/c_spikewrench" "model_world" "models/weapons/w_models/w_spikewrench.mdl" "model_player" "models/weapons/v_models/v_spikewrench_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "dmg taken from fire increased" { "attribute_class" "mult_dmgtaken_from_fire" "value" "1.20" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_nail.mdl" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------- //------------------------- //--SYDNEY SLEEPER - 3383-- //------------------------- //------------------------- "3383" { "name" "TF_WEAPON_DARTGUN" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Sydney Sleeper" "item_type_name" "#TF_Weapon_Tranq" "item_description" " 'How's about we call it a day?'" "item_logname" "sydney_sleeper" "item_iconname" "sydney_sleeper" "image_inventory" "backpack/workshop/weapons/c_models/c_sydney_sleeper/c_sydney_sleeper" "model_world" "models/weapons/w_models/w_sydney_sleeper.mdl" "model_player" "models/weapons/v_models/v_sydney_sleeper_sniper.mdl" "attach_to_hands" "2" "brass_eject_model" "" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" } "attributes" { "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "7" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "voice pitch scale" { "attribute_class" "headshot_damage_modify" "value" "0.335" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/c_models/c_dart.mdl" } } "visuals" { "sound_single_shot" "Weapon_SydneySleeper.Single" "sound_burst" "Weapon_SydneySleeper.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--POCKET PISTOL - 3384-- //------------------------ //------------------------ "3384" { "name" "TF_WEAPON_PEP_PISTOL" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Pretty Boy's Pocket Pistol" "item_type_name" "#TF_Weapon_Pistol" "item_description" " Time for ya to bite the bullet, pal!" "item_logname" "pep_pistol" "item_iconname" "pep_pistol" "image_inventory" "backpack/workshop/weapons/c_models/c_pep_pistol/c_pep_pistol" "model_world" "models/weapons/w_models/w_pep_pistol.mdl" "model_player" "models/weapons/v_models/v_pep_pistol_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } } "visuals" { "sound_single_shot" "Weapon_PickPocket_Pistol.Single" "sound_burst" "Weapon_PickPocket_Pistol.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v1.7.5 STUFF --- //--------------------------- //--------------------------- //--------------------------- //----------------------- //----------------------- //--DISGUISE GUN - 3385-- //----------------------- //----------------------- "3385" { "name" "TF_WEAPON_DERRINGER" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_name" "Covert Operator" "item_type_name" "Derringer" "item_description" " A discrete gun for undercover operations." "item_logname" "derringer" "item_iconname" "derringer" "image_inventory" "backpack/weapons/w_models/w_derringer" "model_world" "models/weapons/w_models/w_derringer.mdl" "model_player" "models/weapons/v_models/v_derringer_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "keep disguise" { "attribute_class" "set_keep_disguise" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.4" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_Derringer.Single" "sound_burst" "Weapon_Derringer.SingleCrit" "sound_reload" "Weapon_Derringer.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--CHAINSAW TEST - 3387-- //------------------------ //------------------------ "3387" { "name" "TF_WEAPON_CHAINSAW" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_name" "Warsaw Fact" "item_type_name" "Chainsaw" "item_description" "This weapon has limited range Go ahead, keep running, coward! You cannot run from chainsaw forever!" "item_logname" "chainsaw" "item_iconname" "chainsaw" "image_inventory" "backpack/weapons/w_models/w_chainsaw" "model_world" "models/weapons/w_models/w_chainsaw.mdl" "model_player" "models/weapons/v_models/v_chainsaw_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "4" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.195" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.8" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.8" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "2.25" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.0215" } "voice pitch scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.5" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "visuals" { "sound_empty" "Weapon_Chainsaw.ClipEmpty" "sound_double_shot" "Weapon_Chainsaw.Fire" "sound_burst" "Weapon_Chainsaw.FireCrit" "sound_special1" "Weapon_Chainsaw.WindUp" "sound_special2" "Weapon_Chainsaw.WindDown" "sound_special3" "Weapon_Chainsaw.Rev" "tracer_effect" "bullet_pistol_tracer01" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v2.0.0 STUFF --- //--------------------------- //--------------------------- //--------------------------- //------------------------------ //------------------------------ //--SCOUT HOLY MACKEREL - 3388-- //------------------------------ //------------------------------ "3388" { "name" "TF_WEAPON_HOLYMACKEREL" "prefab" "weapon_bat" "show_in_armory" "1" "propername" "1" "item_name" "Holy Mackerel" "item_type_name" "Fresh-Wrapped Fish" "item_description" "Getting killed by a fish has got to be humiliating." "item_logname" "holymackerel" "item_iconname" "holymackerel_fishkill" "image_inventory" "backpack/workshop/weapons/c_models/c_holymackerel/c_holymackerel" "model_world" "models/weapons/w_models/w_holymackerel_scout.mdl" "model_player" "models/weapons/v_models/v_holymackerel_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "strange restriction type 1" { "attribute_class" "provide_on_active" "value" "1" } "voice pitch scale" { "attribute_class" "mult_crit_chance" "value" "1.25" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_HolyMackerel.HitFlesh" "sound_melee_hit_world" "Weapon_HolyMackerel.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_gooey_pickup.wav" "drop_sound" "#ui/hitsound_squasher.wav" } //-------------------- //-------------------- //--FIRE HOSE - 3389-- //-------------------- //-------------------- "3389" { "name" "TF_WEAPON_FIREHOSE" "prefab" "weapon_flamethrower" "show_in_armory" "1" "propername" "1" "item_name" "Spray n' Pray" "item_type_name" "Fire Hose" "item_description" " Contrary to popular belief, this weapon can neither heal nor put out fire." "item_logname" "firehose" "item_iconname" "firehose" "image_inventory" "backpack/weapons/w_models/w_firehose" "model_world" "models/weapons/w_models/w_firehose_pyro.mdl" "model_player" "models/weapons/v_models/v_firehose_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "weapon burn time increased" { "attribute_class" "mult_wpn_burntime" "value" "1.5" } "flame size bonus" { "attribute_class" "mult_flame_size" "value" "1.33" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" "value" "0.75" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_FireHose.FireStart" "sound_special1" "Weapon_FireHose.FireLoop" "sound_burst" "Weapon_FireHose.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--MEDIC FAST BOOTS - 3410-- //--------------------------- //--------------------------- "3410" { "name" "TF_WEARABLE_MEDBAG" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "primary" "equip_region" "back" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Speedy Recovery" "item_type_name" "Satchel" "item_description" " Replaces your Syringe Gun You are unable to use a Primary Weapon while this item is equipped" "image_inventory" "backpack/workshop/player/items/medic/short2014_medic_messenger_bag/short2014_medic_messenger_bag" "model_player" "models/player/items/medic_messenger_bag.mdl" "extra_wearable" "models/player/items/medic_messenger_bag.mdl" "used_by_classes" { "medic" "1" } "loadondemand" "1" "act_as_wearable" "1" "attributes" { "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //---------------------- //---------------------- //--HEAVY AA12 - 3411--- //---------------------- //---------------------- "3411" { "name" "TF_WEAPON_AA12_REPEATER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Russian Repeater" "item_type_name" "Auto-Shotgun" "item_description" " 'I promise you, pain without end.'" "item_logname" "aa12_repeater" "item_iconname" "aa12_repeater" "image_inventory" "backpack/weapons/w_models/w_aa12_repeater" "model_world" "models/weapons/w_models/w_aa12_repeater.mdl" "model_player" "models/weapons/v_models/v_aa12_repeater_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "mod max primary clip override" "-1" "hidden primary max ammo bonus" "1.28" "class select override vcd" "taunt02" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.7" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.1" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-50" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_AA12_Repeater.Single" "sound_burst" "Weapon_AA12_Repeater.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--DEMO BOTTLE- 3412--- //---------------------- //---------------------- "3412" { "name" "TF_WEAPON_BOTTLE_RUM" "prefab" "weapon_bottle" "show_in_armory" "1" "propername" "1" "item_name" "Scottish Handshake" "item_type_name" "#TF_Weapon_Bottle" "item_description" " How about another drink this time, eh?" "item_logname" "scotland_shard" "item_iconname" "scotland_shard" "image_inventory" "backpack/workshop/weapons/c_models/c_scotland_shard/c_scotland_shard" "model_world" "models/weapons/w_models/w_scotland_shard.mdl" "model_player" "models/weapons/v_models/v_scotland_shard_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "SET BONUS: chance of hunger decrease" "1.07" } "visuals" { "sound_melee_miss" "Weapon_Bottle.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Bottle.HitWorld" "sound_burst" "Weapon_Bottle.MissCrit" "sound_special1" "Weapon_Bottle.Break" "sound_single_shot" "Weapon_Bottle.IntactHitFlesh" "sound_single_shot_npc" "Weapon_Bottle.IntactHitWorld" "sound_double_shot" "Weapon_Bottle.BrokenHitFlesh" "sound_double_shot_npc" "Weapon_Bottle.BrokenHitWorld" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //---------------------- //---------------------- //--LEAD PIPE- 3413----- //---------------------- //---------------------- "3413" { "name" "TF_WEAPON_LEAD_PIPE" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_name" "Lead Pipe" "item_type_name" "Lead Pipe" "item_description" " 'Your luck runs out.'" "item_logname" "leadpipe" "item_iconname" "leadpipe" "image_inventory" "backpack/weapons/w_models/w_leadpipe" "model_world" "models/weapons/w_models/w_leadpipe.mdl" "model_player" "models/weapons/v_models/v_leadpipe_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.0" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#weapons/leadpipe_recharge.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //---------------------- //---------------------- //--GLOCK 17- 3414------ //---------------------- //---------------------- "3414" { "name" "TF_WEAPON_GLOCK" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Standard Issue" "item_type_name" "#TF_Weapon_Pistol" "item_description" " 'Hey knucklehead, you ain't gonna win.'" "item_logname" "glock" "item_iconname" "glock" "image_inventory" "backpack/weapons/w_models/w_glock" "model_world" "models/weapons/w_models/w_glock.mdl" "model_player" "models/weapons/v_models/v_glock_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.3" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.35" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.55" } } "visuals" { "sound_single_shot" "Weapon_Glock.Single" "sound_burst" "Weapon_Glock.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--RESERVE SHOOTER- 3415------ //----------------------------- //----------------------------- "3415" { "name" "TF_WEAPON_RESERVE_SHOOTER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Reserve Shooter" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Only Soldiers and Eagles should be flying - and you look to be neither, son!" "item_logname" "reserve_shooter" "item_iconname" "reserve_shooter" "image_inventory" "backpack/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter" "model_world" "models/weapons/w_models/w_reserve_shooter.mdl" "model_player" "models/weapons/v_models/v_reserve_shooter_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.80" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } } "visuals" { "sound_single_shot" "Weapon_Reserve_Shooter.Single" "sound_burst" "Weapon_Reserve_Shooter.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------- //---------------- //--UMP45 - 3416-- //---------------- //---------------- "3416" { "name" "TF_WEAPON_UMP45" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_name" "Deep Dive" "item_type_name" "#TF_Weapon_SMG" "item_description" " 'I'm runnin' outta places to put holes in ya!'" "item_logname" "ump45" "item_iconname" "ump45" "image_inventory" "backpack/weapons/w_models/w_ump45" "model_world" "models/weapons/w_models/w_ump45.mdl" "model_player" "models/weapons/v_models/v_ump45_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.6" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.6" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_UMP45.Single" "sound_burst" "Weapon_UMP45.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--CIV FUNNI GUN - 3417-- //------------------------ //------------------------ "3417" { "name" "TF_WEAPON_REVOLVER_CIVILIAN_ALT" "prefab" "weapon_umbrella" "show_in_armory" "1" "propername" "1" "item_name" "Backup Plan" "item_type_name" "...Revolver?" "item_description" "Alt-Fire: Inflict an enemy with temporary Marked for Death (20s cooldown) If only you had learned how to shoot..." "item_logname" "snubnose_melee" "item_iconname" "snubnose_melee" "image_inventory" "backpack/weapons/w_models/w_snubnose_melee" "model_world" "models/weapons/w_models/w_snubnose_melee.mdl" "model_player" "models/weapons/v_models/v_snubnose_melee_civilian.mdl" "attach_to_hands" "2" "used_by_classes" { "civilian" "1" } "static_attrs" { "civ boost cond override" "30 15" "civ boost targets enemies" "1" "class select override vcd" "taunt01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------------- //---------------------------------- //--PYRO RESERVE SHOOTER- 3418------ //---------------------------------- //---------------------------------- "3418" { "name" "TF_WEAPON_RESERVE_SHOOTER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Reserve Shooter" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "" "item_logname" "reserve_shooter" "item_iconname" "reserve_shooter" "image_inventory" "backpack/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter" "model_world" "models/weapons/w_models/w_reserve_shooter.mdl" "model_player" "models/weapons/v_models/v_reserve_shooter_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "35" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.80" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } } "visuals" { "sound_single_shot" "Weapon_Reserve_Shooter.Single" "sound_burst" "Weapon_Reserve_Shooter.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--AXTINGUISHER HYBRID - 3419-- // V5.3 Weapon switch time decreased //------------------------------ //------------------------------ "3419" { "name" "TF_WEAPON_AXTINGUISHER" "prefab" "weapon_fireaxe" "show_in_armory" "1" "propername" "1" "item_name" "Axtinguisher" "item_type_name" "#TF_Weapon_FireAxe" "item_description" "50% faster weapon draw speed 'Uh hlldy dh dhyrhh mh mht th dh!'" "item_logname" "axtinguisher" "item_iconname" "axtinguisher" "image_inventory" "backpack/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro" "model_world" "models/weapons/w_models/w_axtinguisher.mdl" "model_player" "models/weapons/v_models/v_axtinguisher_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "crit vs burning players" { "attribute_class" "or_crit_vs_playercond" "value" "1" } "switch from wep deploy time decreased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //-------------------------- //-------------------------- //--SCATTERGUN TEST - 3420-- //-------------------------- //-------------------------- "3420" { "name" "TF_WEAPON_BFB_SCATTERGUN" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_name" "Baby-Face's Blaster" "item_type_name" "#TF_Weapon_Scattergun" "item_description" " Ey, good luck chasing after 'dis here handsome devil!" "item_logname" "pep_brawlerblaster" "item_iconname" "pep_brawlerblaster" "image_inventory" "backpack/workshop/weapons/c_models/c_pep_scattergun/c_pep_scattergun" "model_world" "models/weapons/w_models/w_pep_scattergun.mdl" "model_player" "models/weapons/v_models/v_pep_scattergun_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.25" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.15" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } } "visuals" { "sound_single_shot" "Weapon_Brawler_Blaster.Single" "sound_burst" "Weapon_Brawler_Blaster.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------- //------------------- //--SBL TEST - 3421-- //------------------- //------------------- "3421" { "name" "TF_WEAPON_QUICKIEBOMB_LAUNCHER" "prefab" "weapon_stickybomb_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Quickiebomb Launcher" "item_type_name" "#TF_Weapon_PipeBombLauncher" "item_description" " Stickybombs cannot be detonated manually, and will only detonate once another Stickybomb is fired" // Basically, you shoot one stickybomb, and the next one you shoot, that one before blows up. "item_logname" "quickiebomb_launcher" "item_iconname" "quickiebomb_launcher" "image_inventory" "backpack/workshop/weapons/c_models/c_kingmaker_sticky/c_kingmaker_sticky" "model_world" "models/weapons/w_models/w_kingmaker_sticky.mdl" "model_player" "models/weapons/v_models/v_kingmaker_sticky_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "stickybomb charge rate" { "attribute_class" "stickybomb_charge_rate" "value" "0.1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.65" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "max pipebombs decreased" { "attribute_class" "add_max_pipebombs" "value" "-7" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.8" } // Backend stuff "strange restriction type 1" { "attribute_class" "mod_sticky_fizzles" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_kingmaker_stickybomb.mdl" } } "visuals" { "sound_single_shot" "Weapon_AirBurster.Single" "sound_burst" "Weapon_AirBurster.SingleCrit" "sound_special1" "Weapon_AirBurster.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------- //-------------------- //--EQUALIZER - 3422-- //-------------------- //-------------------- "3422" { "name" "TF_WEAPON_EQUALIZER" "prefab" "weapon_shovel" "show_in_armory" "1" "propername" "1" "item_name" "Equalizer" "item_type_name" "#TF_Weapon_Pickaxe" "item_description" " To the victor go the spoils, and I do not know how to lose!" "item_logname" "unique_pickaxe" "item_iconname" "pickaxe" "image_inventory" "backpack/weapons/c_models/c_pickaxe/c_pickaxe" "model_world" "models/weapons/w_models/w_pickaxe.mdl" "model_player" "models/weapons/v_models/v_pickaxe_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.25" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.25" } "reduced_healing_from_medics" { "attribute_class" "mult_healing_from_medics" "value" "0.1" } "self mark for death" { "attribute_class" "self_mark_for_death" "value" "1" } } "visuals" { "sound_melee_miss" "Weapon_PickAxe.Swing" "sound_melee_hit" "Weapon_PickAxe.HitFlesh" "sound_burst" "Weapon_PickAxe.SwingCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //--------------------------- //--------------------------- //--------------------------- //--- UPDATE v2.1.5 STUFF --- //--------------------------- //--------------------------- //--------------------------- //------------------------- //------------------------- //--REVOLVER RIFLE - 3423-- //------------------------- //------------------------- "3423" { "name" "TF_WEAPON_REVOLVER_RIFLE" "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_hunterrifle" "show_in_armory" "1" "propername" "1" "item_name" "Walkabout" "item_type_name" "#TF_Weapon_SniperRifle" "item_description" " 'Let's have a go, ya mug!'" "item_logname" "revolver_rifle" "item_iconname" "revolver_rifle" "image_inventory" "backpack/weapons/w_models/w_revolver_rifle" "model_world" "models/weapons/w_models/w_revolver_rifle_sniper.mdl" "model_player" "models/weapons/v_models/v_revolver_rifle_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" } "attributes" { "no scope" // 360 { "attribute_class" "mod_no_scope" "value" "1" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.75" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.5" } "sniper no dmg charge DISPLAY ONLY" { "attribute_class" "mod_sniper_no_dmg_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } // Backend stuff "voice pitch scale" { "attribute_class" "headshot_damage_modify" "value" "0.495" } } "visuals" { "sound_single_shot" "Weapon_RevolverRifle.Single" "sound_burst" "Weapon_RevolverRifle.SingleCrit" "sound_reload" "Weapon_HuntingRifle.WorldReload" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--CLOAK & DAGGER TEST - 3424-- //------------------------------ //------------------------------ "3424" { "name" "TF_WEAPON_LEATHER_WATCH" "prefab" "weapon_invis" "show_in_armory" "1" "propername" "1" "item_name" "Cloak and Dagger" "item_type_name" "#TF_Weapon_Watch" "item_description" "This item cloaks and decloaks slowly Ah, the lost art of hiding right in plain sight." "image_inventory" "backpack/weapons/c_models/c_leather_watch/parts/c_leather_watch" "model_player" "models/weapons/v_models/v_watch_leather_spy.mdl" "attach_to_hands" "0" "used_by_classes" { "spy" "1" } "attributes" { // "set cloak is movement based" "lunchbox adds minicrits" { "attribute_class" "set_weapon_mode" "value" "2" } "mult cloak meter regen rate" { "attribute_class" "mult_cloak_meter_regen_rate" "value" "2" } "cloak consume rate decreased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "0" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "20" } // Backend stuff "move speed penalty" { "attribute_class" "mult_player_movespeed_cloaked" "value" "0.85" } "mult decloak rate" { "attribute_class" "mult_decloak_rate" "value" "1.25" } "strange restriction type 1" { "attribute_class" "mult_cloak_rate" "value" "0.35" } } "mouse_pressed_sound" "#ui/item_watch_pickup.wav" "drop_sound" "#ui/item_watch_drop.wav" } //-------------------------- //-------------------------- //--ENGI REVOLVER 2 - 3425-- //-------------------------- //-------------------------- "3425" { "name" "TF_WEAPON_REVOLVER_ENGI" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Ol' Sheriff" "item_type_name" "#TF_Weapon_Revolver" "item_description" " This fort ain't big enough fer the two of us." "item_logname" "revolver_quickdraw" "item_iconname" "revolver_quickdraw" "image_inventory" "backpack/weapons/w_models/w_revolver_quickdraw" "model_world" "models/weapons/w_models/w_revolver_quickdraw.mdl" "model_player" "models/weapons/v_models/v_revolver_quickdraw_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "damage bonus hidden" "2" "clip size penalty hidden" "0.3" "fire rate penalty hidden" "1.55" "hidden secondary max ammo penalty" "0.18" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.6" } "fire rate bonus" { "attribute_class" "strange_restriction_user_type_1" "value" "0.45" } "damage penalty" { "attribute_class" "strange_restriction_user_type_3" "value" "0.75" } "clip size penalty" { "attribute_class" "strange_restriction_user_type_2" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_EngiRevolver_ALT.Single" "sound_burst" "Weapon_EngiRevolver_ALT.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------- //----------------------- //--NAILGUN TEST - 3426-- //----------------------- //----------------------- "3426" { "name" "TF_WEAPON_NAILGUN_METAL" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Pneumatic Pulverizer" "item_type_name" "#TF_Weapon_NailGun" "item_description" "Default Clip: 25 Nails Convenience and lethality at its finest!" // Have to put it here, since no clip is rendered if your ammo is metal. "item_logname" "nailgun_metal" "item_iconname" "nailgun_metal" "image_inventory" "backpack/weapons/w_models/w_necrotic_nailgun" "model_world" "models/weapons/w_models/w_necrotic_nailgun.mdl" "model_player" "models/weapons/v_models/v_necrotic_nailgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" "fire rate bonus" "0.9" "damage penalty" "0.75" } "attributes" { "mod use metal ammo type" { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "voice pitch scale" { "attribute_class" "mult_maxammo_metal" "value" "1.6" } } "visuals" { "sound_single_shot" "Weapon_NailgunMetal.Single" "sound_burst" "Weapon_NailgunMetal.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--HEAVY WEARABLE - 3427-- //------------------------- //------------------------- "3427" { "name" "TF_WEARABLE_BANDOLIER" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "primary" "equip_region" "bullets" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Arms-Deal Armament" "item_type_name" "Bandolier" "item_description" " Replaces your Minigun You are unable to use a Primary Weapon while this item is equipped" "image_inventory" "backpack/workshop/player/items/heavy/jul13_bagdolier/jul13_bagdolier" "model_player" "models/player/items/heavy_bagdolier_ammobelt.mdl" "extra_wearable" "models/player/items/heavy_bagdolier_ammobelt.mdl" "used_by_classes" { "heavy" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt03" } "attributes" { "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "health regen" { "attribute_class" "add_health_regen" "value" "4" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-75" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //--------------------------- //--------------------------- //--RAILGUN TEST FIX - 3428-- // V5.3.1 You can scope with it now, stop bitching //--------------------------- //--------------------------- "3428" { "name" "TF_WEAPON_RAILGUN_DM" // "prefab" "weapon_shotgun" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Super Railgun" "item_type_name" "Railgun" "item_description" "This weapon has no damage falloff Some ol' Texan engineering here and some plasma there, goes a mighty long ways." "item_logname" "railgun_dm" "item_iconname" "railgun_dm" "image_inventory" "backpack/weapons/w_models/w_railgun" "model_world" "models/weapons/w_models/w_railgun.mdl" "model_player" "models/weapons/v_models/v_railgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "32" "mod max primary clip override" "-1" // "damage bonus hidden" "13.35" "damage bonus hidden" "22.0" // "hidden primary max ammo bonus" "0.785" "hidden primary max ammo bonus" "1.2" "ragdolls become ash" "1" } "attributes" { "headshot damage increase" { "attribute_class" "headshot_damage_modify" "value" "5.0" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } // "soft zoom" // { // "attribute_class" "mod_sniper_soft_zoom" // "value" "1" // } // "weapon spread bonus" // { // "attribute_class" "mult_spread_scale" // "value" "0" // } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.7" } // "fire rate penalty" // { // "attribute_class" "mult_postfiredelay" // "value" "2.75" // } // "sniper no charge" // { // "attribute_class" "unimplemented_mod_sniper_no_charge" // "value" "1" // } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.2" } } "visuals" { "animation_replacement" { "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_PRIMARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_PRIMARY" } "sound_single_shot" "Weapon_RailgunDM.Single" "sound_burst" "Weapon_RailgunDM.SingleCrit" "sound_reload" "Weapon_RailgunDM.Charge" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--QUAKE GL TEST - 3429-- //------------------------ //------------------------ "3429" { "name" "TF_WEAPON_ORIGINAL_GL" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "anim_slot" "primary" "propername" "1" "item_name" "Trailblazer" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" "T'is like music to the ears." "item_logname" "quake_gl" "item_iconname" "quake_gl" "image_inventory" "backpack/weapons/w_models/w_bet_grenadelauncher" "model_world" "models/weapons/w_models/w_bet_grenadelauncher.mdl" "model_player" "models/weapons/v_models/v_bet_grenadelauncher_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "-5 0 -5" } "attributes" { "centerfire projectile" { "attribute_class" "centerfire_projectile" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_bet_grenadelauncher_grenade.mdl" } } "visuals" { "sound_single_shot" "Weapon_QuakeGL.Single" "sound_burst" "Weapon_QuakeGL.SingleCrit" "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" } "mouse_pressed_sound" "#weapons/quake_ammo_pickup_remastered.wav" "drop_sound" "#weapons/quake_rpg_reload_remastered.wav" } //---------------------- //---------------------- //--BLEED TRANQ - 3430-- //---------------------- //---------------------- "3430" { "name" "TF_WEAPON_DARTGUN_WOOD" "prefab" "weapon_tranq" "show_in_armory" "1" "propername" "1" "item_name" "Saboteur" "item_type_name" "#TF_Weapon_Tranq" "item_description" " So long as they do not bleed on my suit - this should go quite smoothly." "item_logname" "dartgun_wood" "item_iconname" "dartgun_wood" "image_inventory" "backpack/weapons/w_models/w_dartgun_wood" "model_world" "models/weapons/w_models/w_dartgun_wood.mdl" "model_player" "models/weapons/v_models/v_dartgun_wood_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.75" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_dart_wood.mdl" } } "visuals" { "sound_single_shot" "Weapon_DartgunWood.Single" "sound_burst" "Weapon_DartgunWood.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------- //----------------------- //--HEAL BONESAW - 3431-- //----------------------- //----------------------- "3431" { "name" "TF_WEAPON_BATTLENEEDLE" "prefab" "weapon_bonesaw" "show_in_armory" "1" "propername" "1" "item_name" "Vita-Saw" "item_type_name" "#TF_Weapon_Syringe" "item_description" " 'Hold still, schweinhund, this will only sting for a moment.'" "item_logname" "battleneedle" "item_iconname" "battleneedle" "image_inventory" "backpack/workshop/weapons/c_models/c_uberneedle/c_uberneedle" "model_world" "models/weapons/w_models/w_uberneedle.mdl" "model_player" "models/weapons/v_models/v_uberneedle_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "heal on kill" { "attribute_class" "heal_on_kill" "value" "50" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.399" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } } "visuals" { "sound_melee_hit" "Weapon_UberSaw.HitFlesh" "sound_taunt" "Taunt.MedicViolinUber" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------------- //--------------------------------- //--ALLCLASS SHOTGUN- 3432 - 3435-- //--------------------------------- //--------------------------------- "3432" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Each of these bullets has a tiny boot - addressed to be mailed right to your ass!" "item_logname" "panic_attack" "item_iconname" "panic_attack" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "3433" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "" "item_logname" "panic_attack" "item_iconname" "panic_attack" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "3434" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Try to outsmart bullet. I dare you." "item_logname" "panic_attack" "item_iconname" "panic_attack" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "3435" { "name" "TF_WEAPON_TRENCHGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Panic Attack" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Somebody's gonna meet their maker today - and the odds ain't lookin' up for you, son." "item_logname" "panic_attack" "item_iconname" "panic_attack" "image_inventory" "backpack/workshop/weapons/c_models/c_trenchgun/c_trenchgun" "model_world" "models/weapons/w_models/w_trenchgun.mdl" "model_player" "models/weapons/v_models/v_trenchgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.5" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.7" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--HEAVY SHOTGUN 2 - 3436-- //--------------------------- //--------------------------- "3436" { "name" "TF_WEAPON_MOB_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Soviet Silencer" "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Baby would do well to shut up, before gun makes you shut up, Да?" "item_logname" "mob_shotgun" "item_iconname" "mob_shotgun" "image_inventory" "backpack/weapons/w_models/w_mob_shotgun" "model_world" "models/weapons/w_models/w_mob_shotgun.mdl" "model_player" "models/weapons/v_models/v_mob_shotgun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.3" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_MobShotgun.Single" "sound_burst" "Weapon_MobShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------- //-------------------- //--RPG TEST - 3437 -- //-------------------- //-------------------- "3437" { "name" "TF_WEAPON_RPG_HL1" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Red Glare" "item_type_name" "#TF_Weapon_RocketLauncher" "item_description" "Rockets explode after a medium distance A devestating weapon - one only someone like President George Washington himself could have invented it!" "item_logname" "rpg_tracker" "item_iconname" "rpg_tracker" "image_inventory" "backpack/weapons/w_models/w_rpg_tracker" "model_world" "models/weapons/w_models/w_rpg_tracker.mdl" "model_player" "models/weapons/v_models/v_rpg_tracker_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.9" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.25" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_libertylauncher.mdl" } } "visuals" { "sound_single_shot" "Weapon_RPGTracker.Single" "sound_burst" "Weapon_RPGTracker.SingleCrit" "sound_reload" "Weapon_BetaRPG.Reload" "sound_special1" "Weapon_Airstrike.Explosion" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- //--EX EXPLOSIVE SSG TEST - 3438--------------------------------------------------------------------------------------- //--People didn't like the explosive factor, turned it into a normal supershotgun, removes the ability to rocket jump-- //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- "3438" { "name" "TF_WEAPON_SSG" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "#TF_Weapon_DoubleBarrel" "item_type_name" "Double-Barrel Shotgun" "item_description" "This weapon cannot blast jump These two barrels are named U.S. and A! Better learn them real fast, creampuff." "item_logname" "dm_ssg" "item_iconname" "dm_ssg" "image_inventory" "backpack/weapons/w_models/w_supershotgun" "model_world" "models/weapons/w_models/w_supershotgun.mdl" "model_player" "models/weapons/v_models/v_supershotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt02_v1" "damage bonus hidden" "3.35" "hidden primary max ammo bonus" "0.63" "reload time increased hidden" "2.4666" "min_viewmodel_offset" "7 -6 -5" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "-0.6" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "-1" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.2" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "hand scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "visuals" { "sound_empty" "Weapon_Null" "sound_single_shot" "Weapon_SuperShotGun.Single" "sound_burst" "Weapon_SuperShotGun.SingleCrit" "sound_reload" "Weapon_SuperShotGun.WorldReload" "sound_special1" "Weapon_Null" "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--FUNNY KNIFE II - 3439-- //------------------------- //------------------------- "3439" { "name" "TF_WEAPON_EOSD_KNIFE" "prefab" "weapon_knife" "item_class" "tf_weapon_club" "show_in_armory" "1" "propername" "1" "item_name" "Scarlet Rose" "item_type_name" "#TF_Weapon_Knife" "item_description" "This weapon cannot Backstab On hit, inflict an enemy player with both Bleed and Marked for Death for 15 seconds" "item_logname" "eosd_knife" "item_iconname" "eosd_knife" "image_inventory" "backpack/weapons/w_models/w_eosd_knife" "model_world" "models/weapons/w_models/w_eosd_knife.mdl" "model_player" "models/weapons/v_models/v_eosd_knife_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "damage bonus hidden" "0.31" "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "15" } "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 1" } "damage penalty" { "attribute_class" "strange_restriction_user_type_1" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_EOSDKnife.Miss" "sound_melee_hit" "Weapon_Knife.HitFlesh" "sound_melee_hit_world" "Weapon_Knife.HitWorld" "sound_burst" "Weapon_EOSDKnife.MissCrit" } "mouse_pressed_sound" "#ui/item_knife_small_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------- //---------------------------- //--LEVERRIFLE TEST II- 3440-- //---------------------------- //---------------------------- "3440" { "name" "TF_WEAPON_LEVER_RIFLE" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_name" "Lever Rifle" "item_type_name" "#TF_Weapon_Scattergun" "item_description" "This weapon has reduced pellet count Old, reliable, and real good at killin' a buncha dopes - what else could ya want?" "item_logname" "leverrifle" "item_iconname" "leverrifle" "image_inventory" "backpack/weapons/w_models/w_leverrifle" "model_world" "models/weapons/w_models/w_leverrifle.mdl" "model_player" "models/weapons/v_models/v_leverrifle_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.25" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.4" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.5" } } "visuals" { "sound_single_shot" "Weapon_LeverRifle.Single" "sound_burst" "Weapon_LeverRifle.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--SNIPER MELEE- 3441-- //---------------------- //---------------------- "3441" { "name" "TF_WEAPON_CROC_KNIFE" "prefab" "weapon_club" "show_in_armory" "1" "propername" "1" "item_name" "Bushwacka" "item_type_name" "#TF_Weapon_Club" "item_description" " 'Now this, is a knife'" "item_logname" "bushwacka" "item_iconname" "bushwacka" "image_inventory" "backpack/workshop/weapons/c_models/c_croc_knife/c_croc_knife" "model_world" "models/weapons/w_models/w_croc_knife.mdl" "model_player" "models/weapons/v_models/v_croc_knife_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //--------------------------- //--------------------------- //-ENERGY DRINK TEST - 3442-- //--------------------------- //--------------------------- "3442" { "name" "TF_WEAPON_ENERGY_DRINK" "item_class" "tf_weapon_lunchbox" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" // "propername" "1" "item_name" "Bonk! Atomic Punch" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Drink to gain up to 120 health. Item does not grant invulnerability on consumption. Not. Enough. Caffiene." "image_inventory" "backpack/weapons/c_models/c_energy_drink/c_energy_drink" "model_world" "models/weapons/w_models/w_energy_drink.mdl" "model_player" "models/weapons/v_models/v_energy_drink_scout.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/scout_bonkcooler.mdl" "used_by_classes" { "scout" "1" } "static_attrs" { "item_meter_charge_type" "1" "item_meter_charge_rate" "20" "meter_label" "#TF_EnergyDrink" "min_viewmodel_offset" "0 0 -5" "allowed in medieval mode" "1" } "attributes" { "heal on hit for slowfire" { "attribute_class" "strange_restriction_type_1" "value" "120" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.85" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_energy_drink.mdl" } } "mouse_pressed_sound" "#ui/item_soda_can_pickup.wav" "drop_sound" "#ui/item_soda_can_drop.wav" } //------------------------------ //------------------------------ //--CRUSADER'S CROSSBOW - 4500-- (BY YAKIBOMB) //------------------------------ //------------------------------ "4500" { "name" "TF_WEAPON_CROSSBOW" "prefab" "weapon_syringegun" "show_in_armory" "1" "propername" "1" "item_name" "Crusader's Crossbow" "item_type_name" "#TF_Weapon_Crossbow" "item_description" " Trust me! These gigantic arrows I am shooting into you are for acupuncture!" "item_logname" "crusaders_crossbow" "item_iconname" "crusaders_crossbow" "image_inventory" "backpack/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow" "model_world" "models/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow.mdl" "model_player" "models/weapons/v_models/v_crusaders_crossbow_medic/v_crusaders_crossbow_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "clip size penalty hidden" "0.015" "override projectile type" "30" "no damage falloff over distance" "1" "allowed in medieval mode" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "6.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.255" } "heal rate penalty" { "attribute_class" "hand_scale" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_arrow.mdl" } } "visuals" { "sound_single_shot" "Weapon_CrusadersCrossbow.Single" "sound_burst" "Weapon_CrusadersCrossbow.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------ //------------------------------ //--OF BOUNCER-CYCLOPS - 4501--- (BY PRIVATE POLYGON) //------------------------------ //------------------------------ "4501" { "name" "Cyclops" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "#TF_Weapon_Cyclops" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" " 'I had me good eye on ye the whole time!'" "item_logname" "cyclops" "item_iconname" "cyclops" "image_inventory" "backpack/weapons/w_models/w_cyclops_bouncer" "model_world" "models/weapons/w_models/w_cyclops_bouncer.mdl" "model_player" "models/weapons/v_models/v_cyclops_bouncer_demoman.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.50" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.4" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_grenade_cyclops_bouncer.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------------- //---------------------------------- //--THE JUMPER SET - 5400 - 5401 --- //---------------------------------- //---------------------------------- "5400" { "name" "TF_WEAPON_ROCKET_JUMPER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Rocket Jumper" "item_type_name" "Training Tool" "item_description" " For when I want to take to the skies and don't have enough feet to do it!" "item_logname" "rocketjumper" "item_iconname" "what" "image_inventory" "backpack/weapons/c_models/c_rocketjumper/c_rocketjumper" "model_world" "models/weapons/w_models/w_rocketjumper.mdl" "model_player" "models/weapons/v_models/v_rocketjumper_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "no self blast dmg" { "attribute_class" "no_self_blast_dmg" "value" "2" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "3.0" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.004" } "cannot pick up intelligence" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_rocketjumper.mdl" } } "visuals" { "sound_single_shot" "Weapon_Rocket_Jumper.Single" "sound_burst" "Weapon_Rocket_Jumper.Single" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_Rocket_Jumper.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "5401" { "name" "TF_WEAPON_STICKY_JUMPER" "prefab" "weapon_stickybomb_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Sticky Jumper" "item_type_name" "Training Tool" "item_description" " For when I don't want tae lose more body parts than I'm already missing!" "item_logname" "stickyjumper" "item_iconname" "what" "image_inventory" "backpack/weapons/c_models/c_sticky_jumper/c_sticky_jumper" "model_world" "models/weapons/w_models/w_sticky_jumper.mdl" "model_player" "models/weapons/v_models/v_sticky_jumper_demo.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "14" } "attributes" { "no self blast dmg" { "attribute_class" "no_self_blast_dmg" "value" "1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "3.0" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.005" } "max pipebombs decreased" { "attribute_class" "add_max_pipebombs" "value" "-5" } "cannot pick up intelligence" { "attribute_class" "cannot_pick_up_intelligence" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_stickybomb2.mdl" } } "visuals" { "sound_single_shot" "Weapon_Sticky_Jumper.Single" "sound_burst" "Weapon_Sticky_Jumper.Single" "sound_special1" "Weapon_Sticky_Jumper.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--TTG GUNS- 5406 - 5408------ //----------------------------- //----------------------------- "5406" { "name" "TF_WEAPON_TTG_SAM_GUN" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_name" "Big Kill" "item_type_name" "#TF_Weapon_Revolver" "item_description" " The perfect weapon for committing war crimes against crime-doers." "item_logname" "samrevolver" "item_iconname" "samrevolver" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun" "model_world" "models/weapons/w_models/w_ttg_sam_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_sam_gun_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "SET BONUS: mystery solving time decrease" "1.18" } "visuals" { "sound_single_shot" "Weapon_TTGSamGun.Single" "sound_burst" "Weapon_TTGSamGun.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "5407" { "name" "TF_WEAPON_TTG_MAX_GUN" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Lugermorph" "item_type_name" "#TF_Weapon_Pistol" "item_description" " Don't you dare ask where I keep dis, pal! I'll knock ya teeth out if ya do again." "item_logname" "maxgun" "item_iconname" "maxgun" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun" "model_world" "models/weapons/w_models/w_ttg_max_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_max_gun_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "SET BONUS: mystery solving time decrease" "1.09" } "visuals" { "sound_single_shot" "Weapon_TTGMaxGun.Single" "sound_burst" "Weapon_TTGMaxGun.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "5408" { "name" "TF_WEAPON_TTG_MAX_GUN" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Lugermorph" "item_type_name" "#TF_Weapon_Pistol" "item_description" " 'Ain't that a cute little gun?'" "item_logname" "maxgun" "item_iconname" "maxgun" "image_inventory" "backpack/workshop/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun" "model_world" "models/weapons/w_models/w_ttg_max_gun.mdl" "model_player" "models/weapons/v_models/v_ttg_max_gun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "SET BONUS: mystery solving time decrease" "1.21" } "visuals" { "sound_single_shot" "Weapon_TTGMaxGun.Single" "sound_burst" "Weapon_TTGMaxGun.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "6000" // For Mappers { "name" "Cubemaps" "item_class" "tf_weapon_cubemap" "item_type_name" "#TF_Weapon_Cubemap" "item_name" "#TF_Weapon_Cubemap" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "5" "max_ilevel" "5" "image_inventory" "backpack/weapons/w_models/w_cigarette_case" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/shadertest/envballs.mdl" "model_player" "models/shadertest/envballs.mdl" "attach_to_hands" "0" } //------------------------------------- //------------------------------------- //--ENGI REMOTE UPGRADE WEAPON - 3386-- OBSOLETE - I didn't feel the stats worked too well, nor did they feel great to use. I didn't have anything good to replace it with either. //------------------------------------- //------------------------------------- "6500" { "name" "TF_WEAPON_REMOTE_UPGRADE" "prefab" "weapon_wrench" "show_in_armory" "1" "item_quality" "rarity2" "item_name" "Retired Eureka Effect" "item_type_name" "Telemax Wrench" "item_description" " An old memento from a time long past. Perhaps this, too, once had unique abilities..." "item_logname" "eureka_effect" "item_iconname" "eureka_effect" "image_inventory" "backpack/workshop/weapons/c_models/c_drg_wrenchmotron/c_drg_wrenchmotron" "model_world" "models/weapons/w_models/w_wrenchmotron.mdl" "model_player" "models/weapons/v_models/v_wrenchmotron_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "damage bonus hidden" "1.05" "fire rate penalty hidden" "0.95" } "attributes" { "turn to gold" { "attribute_class" "ragdolls_become_ash" "value" "1" } "voice pitch scale" { "attribute_class" "mult_crit_chance" "value" "1.05" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //--New Custom Weapon Entries---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // ------------------------------------------------------------------------------------ // // Knockout Custom Weapons V5 // ------------------------------------------------------------------------------------ // //------------------------------------- //------------------------------------- // Heavy's Fists for All Classes //------------------------------------- //------------------------------------- "6993" { "name" "TF_WEAPON_ALLFIST_DEMOMAN" "tags" { "can_deal_damage" "1" } "prefab" "weapon_bottle" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "#TF_Weapon_Fists" "item_description" "#TF_Weapon_Fists_Desc" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "6994" { "name" "TF_WEAPON_ALLFIST_MEDIC" "tags" { "can_deal_damage" "1" } "prefab" "weapon_bonesaw" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "#TF_Weapon_Fists" "item_description" "#TF_Weapon_Fists_Desc" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "6995" { "name" "TF_WEAPON_ALLFIST_PYRO" "tags" { "can_deal_damage" "1" } "prefab" "weapon_fireaxe" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "#TF_Weapon_Fists" "item_description" "#TF_Weapon_Fists_Desc" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "6996" { "name" "TF_WEAPON_ALLFIST_SPY" "tags" { "can_deal_damage" "1" } "prefab" "weapon_knife" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "#TF_Weapon_Fists" "item_description" "#TF_Weapon_Fists_Desc" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } //------------------------------------- //------------------------------------- // V5.2 Joke weapon go //------------------------------------- //------------------------------------- "6997" { "name" "TF_WEAPON_ALLFIST_SOLDIER" "tags" { "can_deal_damage" "1" } "prefab" "weapon_shovel" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "'Super' Fists" "item_description" " [ Endless Screaming ]" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "extra_wearable" "models/player/items/custom/soldier/dbz_meme.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" "damage bonus hidden" "0.25" "melee range multiplier" "1.35" "melee bounds multiplier" "1.35" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.30" } } "visuals" { "player_bodygroups" { "hat" "1" } "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "6998" { "name" "TF_WEAPON_ALLFIST_SNIPER" "tags" { "can_deal_damage" "1" } "prefab" "weapon_club" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "#TF_Weapon_Fists" "item_description" "#TF_Weapon_Fists_Desc" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } "6999" { "name" "TF_WEAPON_ALLFIST_SCOUT" "tags" { "can_deal_damage" "1" } "prefab" "weapon_bat" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "#TF_Weapon_Fists" "item_description" "#TF_Weapon_Fists_Desc" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/weapons/v_models/v_fist_heavy" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } // V5.3.1 New model added, easily identify who is using fists now "7000" { "name" "TF_WEAPON_ALLFIST_ENGINEER" "tags" { "can_deal_damage" "1" } "prefab" "weapon_wrench" "item_class" "tf_weapon_fists" "item_type_name" "#TF_Weapon_Fists" "item_name" "Engineer's Fists" "item_description" "Damaging foes provides construction/repair Cannot directly upgrade, repair or resupply Well ain't that a mighty fine shirt to go with me gloves" "item_slot" "melee" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "baseitem" "1" "show_in_armory" "1" "image_inventory" "backpack/workshop/player/items/engineer/c_buffengineer/c_buffengineer" "model_player" "models/weapons/v_models/v_fist_heavy.mdl" "extra_wearable" "models/player/items/custom/engineer/c_chad.mdl" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -7" } "attributes" { "add construction on hit" { "attribute_class" "add_onhit_construction" "value" "1" } "engy building health bonus" { "attribute_class" "mult_engy_building_health" "value" "1.5" } "engineer sentry build rate multiplier" { "attribute_class" "sentry_build_rate_multiplier" "value" "3.75" } } "visuals" { "animation_replacement" { "ACT_VM_IDLE" "ACT_FISTS_VM_IDLE" "ACT_VM_HITLEFT" "ACT_FISTS_VM_HITLEFT" "ACT_VM_HITRIGHT" "ACT_FISTS_VM_HITRIGHT" "ACT_VM_SWINGHARD" "ACT_FISTS_VM_SWINGHARD" "ACT_VM_DRAW" "ACT_FISTS_VM_DRAW" } } "mouse_pressed_sound" "#ui/item_fists_pickup.wav" "drop_sound" "#ui/item_fists_drop.wav" } //------------------------------------- //------------------------------------- // All class shotguns, literal meme weapon that started this //------------------------------------- //------------------------------------- "7002" { "name" "TF_WEAPON_SPY_SHOTGUN" "prefab" "weapon_revolver" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "propername" "0" "item_name" "#TF_Weapon_Shotgun" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Howdy, pardner." "item_logname" "spy_shotgun" "image_inventory" "backpack/weapons/w_models/w_shotgun" "model_world" "models/weapons/c_models/c_shotgun/c_shotgun.mdl" "model_player" "models/weapons/v_models/v_shotgun_soldier.mdl" "extra_wearable" "models/player/items/engineer/engineer_cowboy_hat.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_STAND_PRIMARY" "ACT_MP_STAND_SECONDARY" "ACT_MP_RUN_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCHWALK_PRIMARY" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_CROUCH_PRIMARY" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_Primary" "ACT_MP_SWIM_SECONDARY" "ACT_MP_AIRWALK_PRIMARY" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_JUMP_START_PRIMARY" "ACT_MP_JUMP_START_secondary" "ACT_MP_JUMP_FLOAT_primary" "ACT_MP_JUMP_FLOAT_secondary" "ACT_MP_JUMP_LAND_PRIMARY" "ACT_MP_JUMP_LAND_secondary" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7003" { "name" "TF_WEAPON_MULTICLASS_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "0" "item_name" "#TF_Weapon_Shotgun" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "Its a shotgun, everyone can use it." "item_logname" "multiclass_shotgun" "image_inventory" "backpack/weapons/w_models/w_shotgun" "model_world" "models/weapons/c_models/c_shotgun/c_shotgun.mdl" "model_player" "models/weapons/v_models/v_shotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" "demoman" "1" } "static_attrs" { "min_viewmodel_offset" "5 -2 -10" } "visuals" { "styles" { "0" { "skin_red" "2" "skin_blu" "3" "v_skin_red" "2" "v_skin_blu" "3" "selectable" "0" } } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Gatling Shotgun //------------------------------------- //------------------------------------- "7004" { "name" "TF_WEAPON_GATLING_SHOTGUN" "prefab" "weapon_shotgun" "item_class" "tf_weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Russian Rioter" "item_type_name" "Revolving Auto-Shotgun" "item_description" " For when you just need another minigun, but different" "item_logname" "gatling_shotgun" "item_iconname" "gatling_shotgun" "image_inventory" "backpack/weapons/w_models/w_russian_riot" "model_world" "models/weapons/custom/c_models/c_russian_riot.mdl" "model_player" "models/weapons/custom/c_models/c_russian_riot.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "mod max primary clip override" "-1" "class select override vcd" "taunt02" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "2.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.80" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "3.0" } } "visuals" { "sound_single_shot" "Weapon_R870.Single" "sound_burst" "Weapon_R870.SingleCrit" "reload" "Weapon_Shotgun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Menshevik Microgun ex. TFC Assault Cannon //------------------------------------- //------------------------------------- "7005" { "name" "TF_WEAPON_MICROGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Menshevik Microgun" "item_type_name" "Minigun" "item_description" " Smoll gun is very accurate" "item_logname" "microgun" "item_iconname" "microgun" "image_inventory" "backpack/weapons/c_models/c_assgun" "model_world" "models/weapons/custom/c_models/c_assgun.mdl" "model_player" "models/weapons/custom/c_models/c_assgun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.45" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.50" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-75" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.5" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.48" } } "visuals" { "sound_empty" "Weapon_AssGun.ClipEmpty" "sound_double_shot" "Weapon_AssGun.Fire" "sound_burst" "Weapon_AssGun.FireCrit" "sound_special1" "Weapon_AssGun.WindUp" "sound_special2" "Weapon_AssGun.WindDown" "sound_special3" "Weapon_AssGun.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // MAC10 //------------------------------------- //------------------------------------- "7006" { "name" "TF_WEAPON_MAC" "prefab" "weapon_pistol" "item_class" "tf_weapon_revolver" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Ghetto Blaster" "item_iconname" "smg" "item_type_name" "Compact Sub Gun yo" "item_description" "Shares ammo with secondaries You want some cheese with that?" "item_logname" "ghetto_blaster" "item_iconname" "mac_smg" "image_inventory" "backpack/weapons/w_models/w_mac_smg" "model_world" "models/weapons/custom/c_models/c_mac.mdl" "model_player" "models/weapons/custom/c_models/c_mac.mdl" "attach_to_hands" "1" "used_by_classes" { "scout" "1" } "static_attrs" { "class select override vcd" "class_select_nailgun" "fire rate bonus hidden" "0.2" "reload time increased hidden" "0.9" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "4.0" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "5.21" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.40" } } "visuals" { "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "sound_single_shot" "Weapon_SMG_DM.Single" "sound_burst" "Weapon_SMG_DM.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Bouncing Betty // V5.2 Now bounces! Increased projectile speed slightly //------------------------------------- //------------------------------------- "7007" { "name" "TF_WEAPON_BOUNCINGBET" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Bouncy Betty" "item_description" "Fired grenades are 'bouncy' 'Tis not a mine" "item_logname" "bouncing_betty" "item_iconname" "bouncing_betty" "image_inventory" "backpack/weapons/w_models/w_bouncingbetty" "model_world" "models/weapons/custom/c_models/c_bouncingbetty.mdl" "model_player" "models/weapons/custom/c_models/c_bouncingbetty.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.35" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.4" } "Projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.65" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.4" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_grenade_bouncingbetty.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Cerberus //------------------------------------- //------------------------------------- "7008" { "name" "TF_WEAPON_TRIGUN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Cerberus" "item_type_name" "Quad Barrel Triple Barrel Minigun..?" "item_description" " More gun for your gun?" "item_logname" "trigun" "item_iconname" "trigun" "image_inventory" "backpack/weapons/w_models/w_trigun" "model_world" "models/weapons/custom/c_models/c_trigun.mdl" "model_player" "models/weapons/custom/c_models/c_trigun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.40" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.30" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // Explosive Bow //------------------------------------- //------------------------------------- "7009" { "name" "TF_WEAPON_RECURVE" "prefab" "weapon_huntsman" "show_in_armory" "1" "propername" "1" "item_name" "'Classic' Recurve" "item_type_name" "#TF_Weapon_CompoundBow" "item_description" " A more 'refined' bow for the 'gentleman'... Did we mention the explosive arrow tips?" "item_logname" "bow_recurve" "item_iconname" "huntsman" "image_inventory" "backpack/weapons/w_models/w_classic_bow" "model_world" "models/weapons/custom/w_models/w_classic_bow.mdl" "model_player" "models/weapons/custom/v_models/v_classic_bow.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "no damage falloff over distance" "1" "allowed in medieval mode" "1" "override projectile type" "2" } "attributes" { "explosive bullets" { "attribute_class" "strange_restriction_type_1" "value" "1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.0" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.50" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_classic_arrow.mdl" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Medigun Meme Thing IDK //------------------------------------- //------------------------------------- "7010" { "name" "TF_WEAPON_MIDIGUN" "prefab" "weapon_medigun" "item_class" "tf_weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Medi... Mini... Midigun?" "item_type_name" "hell is this doctor?" "item_description" " It's progress my friend!" "item_logname" "midigun" "item_iconname" "midigun" "image_inventory" "backpack/weapons/w_models/w_midigun" "model_world" "models/weapons/custom/c_models/c_midigun.mdl" "model_player" "models/weapons/custom/c_models/c_midigun.mdl" "attach_to_hands" "1" "used_by_classes" { "medic" "1" } "static_attrs" { "no damage falloff over distance" "1" "override projectile type" "5" } "attributes" { "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2.1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } } "visuals" { "animation_replacement" { // Borrowed from New Old Weapon Pack, surprised it works on medic! "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_STAND_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_CROUCH_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PREFIRE" "ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY" "ACT_MP_ATTACK_SWIM_POSTFIRE" "ACT_MP_GESTURE_FLINCH_CHEST" "ACT_MP_DEPLOYED_IDLE" "ACT_MP_STAND_SECONDARY" "ACT_MP_DEPLOYED_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_DEPLOYED" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCH_DEPLOYED_IDLE" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_SWIM_DEPLOYED_PRIMARY" "ACT_MP_SWIM_SECONDARY" "ACT_MP_SWIM_DEPLOYED" "ACT_MP_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // RPG Nuke - This was a mistake // V5.1 Removed the health penalty //------------------------------------- //------------------------------------- "7011" { "name" "TF_WEAPON_CROCKETLAUNCHER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "Davie's Crocket" "item_type_name" "Tactical Nuclear Recoilless Smoothbore Gun" "item_description" " I'm nuclear, I'm wild... I'm breaking up inside... A heart of broken glass... Defiled... Deep inside... The abandoned child..." "item_logname" "crocket_launcher" "item_iconname" "crocket_launcher" "image_inventory" "backpack/weapons/w_models/w_crocketlauncher" "model_world" "models/weapons/custom/c_models/c_crocketlauncher.mdl" "model_player" "models/weapons/custom/c_models/c_crocketlauncher.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "3.25" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.30" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.3" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "5.0" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "6.3" } "Projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.25" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_crocket.mdl" } } "visuals" { "sound_reload" "Weapon_QuakeRPG.Reload" "sound_special1" "Weapon_QuakeRPG.Explode" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // Deagle // V5.2 New view model, upped mag size to 7 //------------------------------------- //------------------------------------- "7012" { "name" "TF_WEAPON_DEAGLE" "prefab" "weapon_revolver" "show_in_armory" "1" "propername" "1" "item_name" "Deagle Brand Deagle" "item_type_name" "#TF_Weapon_Pistol" "item_description" " For when you need something with a bit more, oomf..." "item_logname" "deagle_spy" "item_iconname" "deagle_spy" "image_inventory" "backpack/weapons/w_models/w_deagle" "model_world" "models/weapons/custom/w_models/w_deagle.mdl" "model_player" "models/weapons/custom/v_models/v_deagle.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "static_attrs" { "clip size penalty hidden" "1.2" "hidden secondary max ammo penalty" "1.2" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.35" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Deagle.Single" "sound_burst" "Weapon_Deagle.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------------- //------------------------------------- // 7.62mm LMG //------------------------------------- //------------------------------------- "7013" { "name" "TF_WEAPON_MACHINEGUN762" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_name" "7.62mm Machine Gun" "item_type_name" "Machine Gun" "item_description" " For when you don't need custom tooled cartridges to kill baby man" "item_logname" "762_machinegun" "item_iconname" "762_machinegun" "image_inventory" "backpack/weapons/w_models/w_machinegun762" "model_world" "models/weapons/custom/c_models/c_machinegun.mdl" "model_player" "models/weapons/custom/c_models/c_machinegun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "1.45" } "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.95" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.95" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2.2" } } "visuals" { "sound_empty" "Weapon_MachineGun.ClipEmpty" "sound_double_shot" "Weapon_MachineGun762.Fire" "sound_burst" "Weapon_MachineGun.FireCrit" "sound_special1" "Weapon_Null" "sound_special2" "Weapon_Null" "sound_special3" "Weapon_Null" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // The Break-Actions // V5.2 Boomstik Buff, removed health penalty, quicker reload, lowered ammo reserve //------------------------------------- //------------------------------------- "7014" { "name" "TF_WEAPON_BOOMSTIK" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_name" "BOOMSTIK" "item_type_name" "Break-Action Single Shot Shotgun" "item_description" "This weapon has an increased pellet count And THIS, is my BOOMSTIK!" "item_logname" "boomstik" "item_iconname" "force_a_nature" "image_inventory" "backpack/weapons/c_models/c_boomstik" "model_world" "models/weapons/custom/w_models/w_boomstik.mdl" "model_player" "models/weapons/custom/v_models/v_boomstik.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "reload time increased hidden" "2.0666" "hidden primary max ammo bonus" "0.5" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "6.0" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.30" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.20" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7015" { "name" "TF_WEAPON_OVERUNDER" "prefab" "weapon_scattergun" "show_in_armory" "1" "anim_slot" "primary" "propername" "1" "item_name" "Overunder Slugger" "item_type_name" "Break-Action Over Under Slug Shotgun" "item_description" " Alright slugger?" "item_logname" "overunder" "item_iconname" "overunder" "image_inventory" "backpack/weapons/w_models/w_overunder" "model_world" "models/weapons/custom/w_models/w_overunder.mdl" "model_player" "models/weapons/custom/v_models/v_overunder.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "reload time increased hidden" "2.2666" "damage bonus hidden" "7.8" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.3" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.4" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.10" } "Blast radius decreased" { "attribute_class" "mult_projectile_range" "value" "0.25" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.30" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Scatter_Gun_Double.Single" "sound_burst" "Weapon_Scatter_Gun_Double.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "7016" { "name" "TF_WEAPON_SUPERSHOT" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Texas Discipline" "item_type_name" "Double Barrel Break-Action Shotgun" "item_description" "Fires both barrels at once Lock, stock and two smoking barrels Better start praying boy" "item_logname" "force_a_nature" "item_iconname" "force_a_nature" "image_inventory" "backpack/weapons/w_models/w_supershot" "model_world" "models/weapons/custom/w_models/w_supershot_engineer.mdl" "model_player" "models/weapons/custom/v_models/v_supershot_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "reload time increased hidden" "2.2666" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.13" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.8" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.2" } "scattergun no reload single" // This one is -half- functional. It'll reload your entire clip at once, yes, but it's also based on the Scattergun's reload times. { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_SuperShotGun.Single" "sound_burst" "Weapon_SuperShotGun.SingleCrit" "sound_reload" "Weapon_SuperShotGun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // BERG! // V5.3 Regen changed to 10hp/s, max health boost now 50hp //------------------------------------- //------------------------------------- "7017" { "name" "The Sandvich" "prefab" "weapon_sandvich" "show_in_armory" "1" "propername" "1" "item_name" "Bergur" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Long unwrapping time As AMERICAN as you can get!" "image_inventory" "backpack/weapons/c_models/c_bunger" "model_world" "models/weapons/custom/c_models/c_bunger.mdl" "model_player" "models/weapons/custom/c_models/c_bunger.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "2" "item_meter_charge_type" "1" "item_meter_charge_rate" "10" "meter_label" "#TF_Sandwich" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "health regen" { "attribute_class" "add_health_regen" "value" "10" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "50" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "2.0" } "single wep deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "2.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/items/custom/bunger.mdl" } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } "7018" { "name" "TF_WEAPON_BERG_SOLDIER" "item_class" "tf_weapon_lunchbox" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "melee" "propername" "1" "item_name" "Bergur" "item_type_name" "#TF_Weapon_Lunchbox" "item_description" "Long unwrapping time As AMERICAN as you can get!" "image_inventory" "backpack/weapons/c_models/c_bunger" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/custom/c_models/c_bunger.mdl" "model_player" "models/weapons/custom/c_models/c_bunger.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "override projectile type" "2" "item_meter_charge_type" "1" "item_meter_charge_rate" "10" "meter_label" "#TF_Sandwich" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "health regen" { "attribute_class" "add_health_regen" "value" "10" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "50" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.2" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "2.0" } "single wep deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "2.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/items/custom/bunger.mdl" } } "mouse_pressed_sound" "#ui/item_sandwich_drop.wav" "drop_sound" "#ui/item_sandwich_pickup.wav" } //------------------------------------- //------------------------------------- // Slug Rifle //------------------------------------- //------------------------------------- "7019" { "name" "TF_WEAPON_SLUGRIFLE" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "One Hit Wonder" "item_type_name" "Single Shot Break-Action Hunting Rifle" "item_description" " Aim for the head Otherwise you're going to be at the bottom of the charts" "item_logname" "slug_rifle" "item_iconname" "slug_rifle" "image_inventory" "backpack/weapons/w_models/w_slugrifle" "model_world" "models/weapons/custom/w_models/w_slugrifle.mdl" "model_player" "models/weapons/custom/v_models/v_slugrifle.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "headshot damage increase" { "attribute_class" "headshot_damage_modify" "value" "5.0" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.30" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.45" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_SuperShotGun.Single" "sound_burst" "Weapon_SuperShotGun.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // 360 No Scope //------------------------------------- //------------------------------------- "7020" { "name" "TF_WEAPON_NOSCOPE" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "No Scope" "item_type_name" "Bolt Action Rifle" "item_description" "Less damage against buildings Just simple things..." "item_logname" "noscope" "item_iconname" "noscope" "image_inventory" "backpack/weapons/w_models/w_noscope" "model_world" "models/weapons/custom/w_models/w_noscope.mdl" "model_player" "models/weapons/custom/v_models/v_noscope.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.1" } "sniper no charge" { "attribute_class" "unimplemented_mod_sniper_no_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.10" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.45" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // I don't even fucking know //------------------------------------- //------------------------------------- "7021" { "name" "TF_WEAPON_MEMERIFLE" "prefab" "weapon_sniperrifle" "item_class" "tf_weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_name" "Poacher's Pride" "item_type_name" "6 Barreled Break-Action Hunting Rifle?" "item_description" "Fires 6 shots at once What?" "item_logname" "poachers_pride" "item_iconname" "poachers_pride" "image_inventory" "backpack/weapons/w_models/w_poacherspride" "model_world" "models/weapons/custom/w_models/w_poacherspride.mdl" "model_player" "models/weapons/custom/v_models/v_poacherspride.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "reload time increased hidden" "3.8666" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "crit vs bleeding players" { "attribute_class" "crit_vs_bleeding_players" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.45" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "-0.8" } "sniper no charge" { "attribute_class" "unimplemented_mod_sniper_no_charge" "value" "1" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.24" } "scattergun no reload single" // This one is -half- functional. It'll reload your entire clip at once, yes, but it's also based on the Scattergun's reload times. { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.6" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // v3 Batch //------------------------------------- //------------------------------------- //------------------------------------- //------------------------------------- // The ProPain //------------------------------------- //------------------------------------- "7023" { "name" "TF_WEAPON_PROPAIN" "prefab" "weapon_fireaxe" "show_in_armory" "1" "propername" "1" "item_name" "Propain" "item_type_name" "#TF_Weapon_FireAxe" "item_description" "Increased range Propain and Propane accessories" "item_logname" "propain" "item_iconname" "propain" "image_inventory" "backpack/weapons/c_models/c_propain" "model_world" "models/weapons/custom/c_models/c_propain.mdl" "model_player" "models/weapons/custom/c_models/c_propain.mdl" "attach_to_hands" "1" "used_by_classes" { "pyro" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.70" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "1.35" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "1.35" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.30" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "1.35" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "FryingPan.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_wood_weapon_pickup.wav" "drop_sound" "#ui/item_wood_weapon_drop.wav" } //------------------------------------- //------------------------------------- // 6 Star Grenade Launcher //------------------------------------- //------------------------------------- "7024" { "name" "TF_WEAPON_PEACEKEEPER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Peacekeeper" "item_description" " What do you mean police brutality?" "item_logname" "peacekeeper" "item_iconname" "peacekeeper" "image_inventory" "backpack/weapons/w_models/w_peacekeeper" "model_world" "models/weapons/custom/c_models/c_peacekeeper.mdl" "model_player" "models/weapons/custom/c_models/c_peacekeeper.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "5.0" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.5" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.3" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.3" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // S.P.U.D //------------------------------------- //------------------------------------- "7025" { "name" "TF_WEAPON_SPUDLAUNCHER" "prefab" "weapon_rocketlauncher" "show_in_armory" "1" "propername" "1" "item_name" "S.P.U.D" "item_type_name" "Pneumatic Potato Cannon" "item_description" " They used these in World War II! Or at least I think so" "item_logname" "spud_launcher" "image_inventory" "backpack/weapons/c_models/c_gas_launcher" "model_world" "models/weapons/custom/c_models/c_spud.mdl" "model_player" "models/weapons/custom/c_models/c_spud.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt01_v2" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "2.5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.75" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "1.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.75" } "Blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.15" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.3" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_spudrocket.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // V4 Batch //-------------------------- //-------------------------- //------------------------------------- //------------------------------------- // BEEG BORIS //------------------------------------- //------------------------------------- "7026" { "name" "TF_WEAPON_BORIS" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Beeg Boris" "item_type_name" "Large Gauge Grenade Launcher" "item_description" " Thats a huge B!" "item_logname" "big_boris" "item_iconname" "tf_projectile_pipe" "image_inventory" "backpack/weapons/c_models/c_boris" "model_world" "models/weapons/custom/c_models/c_boris.mdl" "model_player" "models/weapons/custom/c_models/c_boris.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "override projectile type" "2" "class select override vcd" "taunt03" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.8" } "damage bonus" { "attribute_class" "mult_dmg" "value" "5.0" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "self dmg push force increased" { "attribute_class" "mult_dmgself_push_force" "value" "5.0" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.30" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "15.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_energy_drink.mdl" } } "visuals" { "sound_single_shot" "Weapon_BackShot_Shotty.Single" "sound_burst" "Weapon_BackShot_Shotty.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------------- //------------------------------------- // So much for z-block //------------------------------------- //------------------------------------- "7027" { "name" "TF_WEAPON_PHOON" "prefab" "weapon_bat" "show_in_armory" "1" "item_name" "#TF_Weapon_Knife" "item_type_name" "#TF_Weapon_Knife" "item_description" " Too much for zblock" "item_logname" "knoif" "item_iconname" "club" "image_inventory" "backpack/weapons/c_models/c_knoif" "model_world" "models/weapons/custom/c_models/c_knoif.mdl" "model_player" "models/weapons/custom/c_models/c_knoif.mdl" "attach_to_hands" "1" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } attributes { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.35" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.75" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Crowbar.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //------------------------------------- //------------------------------------- // Trash Cannon //------------------------------------- //------------------------------------- "7028" { "name" "TF_WEAPON_TCANNON" "prefab" "weapon_aagun" "show_in_armory" "1" "propername" "1" "item_name" "Dirty Bomb" "item_type_name" "Improvised Cannon" "item_description" "This weapon has limited range [ Maniacal laughing ]" "item_logname" "trashcannon" "item_iconname" "trashcannon" "image_inventory" "backpack/weapons/c_models/c_trashcannon" "model_world" "models/weapons/custom/c_models/c_trashcannon.mdl" "model_player" "models/weapons/custom/c_models/c_trashcannon.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "fire rate penalty hidden" "8.0" "damage bonus hidden" "1.15" "rocket limited lifetime" "1" "rocket gravity" "1" "blast dmg to self increased" "3" } "attributes" { "voice pitch scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/props_soho/trashbag001.mdl" } } "visuals" { "sound_empty" "Weapon_AAGun.ClipEmpty" "sound_single_shot" "Weapon_TrashCannon.Fire" "sound_double_shot" "Weapon_TrashCannon.Fire" "sound_burst" "Weapon_TrashCannon.Fire" "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- // Jar o Ants //---------------------------- //---------------------------- "7029" { "name" "TF_WEAPON_EXPLOSIVE_JAR_ANTS" "prefab" "weapon_smg" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "anim_slot" "item1" "propername" "1" "item_name" "Ant-a-Jar" "item_type_name" "Jar of Soldier Ants" "item_description" " Mean little buggers these are" "item_logname" "jarate_ants" "item_iconname" "what" "image_inventory" "backpack/weapons/c_models/antjar" "model_world" "models/weapons/custom/c_models/c_antjar.mdl" "model_player" "models/weapons/custom/c_models/c_antjar.mdl" "attach_to_hands" "1" "used_by_classes" { "sniper" "1" } "static_attrs" { "override projectile type" "2" "damage bonus hidden" "0.002" "allowed in medieval mode" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "10" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "4.0" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_antjar.mdl" } "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "1.5" } "strange restriction type 1" { "attribute_class" "mod_rocket_gravity" "value" "1.15" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.4" } } "visuals" { "sound_single_shot" "Weapon_Jarate.Single" "sound_burst" "Weapon_Jarate.Single" "sound_special1" "Jar.Explode" "sound_special2" "Jar.Explode" "sound_special3" "Weapon_Jarate.Single" } "mouse_pressed_sound" "#ui/item_bottle_pickup.wav" "drop_sound" "#ui/item_bottle_drop.wav" } //-------------------------- //-------------------------- // Sniper Crossbow //-------------------------- //-------------------------- "7030" { "name" "TF_WEAPON_SCROSSBOW" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Arbalest's Bolter" "item_type_name" "Crossbow" "item_description" " How does this work?" "item_logname" "rflxbow" "item_iconname" "rflxbow" "image_inventory" "backpack/weapons/c_models/c_rflxbowl" "model_world" "models/weapons/custom/c_models/c_rflxbow.mdl" "model_player" "models/weapons/custom/c_models/c_rflxbow.mdl" "attach_to_hands" "1" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" "centerfire projectile" "1" "override projectile type" "30" "no damage falloff over distance" "1" "allowed in medieval mode" "1" } "attributes" { "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "soft zoom" { "attribute_class" "mod_sniper_soft_zoom" "value" "1" } "damage bonus hidden" { "attribute_class" "mult_dmg" "value" "30.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/w_models/w_classic_arrow.mdl" } } "visuals" { "sound_single_shot" "Weapon_CompoundBow.Single" "sound_burst" "Weapon_CompoundBow.SingleCrit" "sound_reload" "Weapon_CompoundBow.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // V5 Batch //-------------------------- //-------------------------- //-------------------------- //-------------------------- // The Big Iron //-------------------------- //-------------------------- "7031" { "name" "TF_WEAPON_BIG_IRON_ENGI" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Big Iron" "item_type_name" "#TF_Weapon_Revolver" "item_description" " Bigger iron on his hip" "item_logname" "bigiron" "item_iconname" "bigiron" "image_inventory" "backpack/weapons/w_models/w_bigiron" "model_world" "models/weapons/custom/w_models/w_bigiron_engineer.mdl" "model_player" "models/weapons/custom/v_models/v_bigiron_engineer.mdl" "extra_wearable" "models/player/items/engineer/spurs.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "fire rate penalty hidden" "2.4" "hidden secondary max ammo penalty" "0.18" } "attributes" { "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.75" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.75" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.4" } } "visuals" { "sound_single_shot" "Weapon_BigIron.Single" "sound_burst" "Weapon_BigIron.SingleCrit" "sound_reload" "Weapon_Revolver.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Flame aka lil puff // V5.1 Reworked blast distance, should function same on linux now //-------------------------- //-------------------------- "7032" { "name" "TF_WEAPON_LIL_PUFF" "item_class" "tf_weapon_flaregun" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item1" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Lil' Puff" "item_type_name" "Fireball Launcher" "item_description" "This weapon cannot Airblast" "item_logname" "lil_puff" "item_iconname" "lil_puff" "image_inventory" "backpack/weapons/c_models/c_flame" "model_world" "models/weapons/custom/c_models/c_flame.mdl" "model_player" "models/weapons/custom/v_models/v_flame.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "static_attrs" { "fire rate bonus hidden" "0.4" "override projectile type" "2" "hidden secondary max ammo penalty" "1.3" "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.3" } "Blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.10" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.90" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "0.15" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.05" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.25" } "airblast disabled" { "attribute_class" "strange_restriction_type_1" "value" "1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } } "visuals" { "sound_single_shot" "Weapon_DragonsFury.Single" "sound_burst" "Weapon_DragonsFury.SingleCrit" "sound_empty" "Weapon_DragonsFury.PressureBuildStop" "sound_reload" "Weapon_DragonsFury.PressureBuildStop" "sound_special1" "Weapon_Airstrike.Explosion" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Battleaxe //-------------------------- //-------------------------- "7033" { "name" "TF_WEAPON_BATTLEAXE" "prefab" "weapon_bottle" "item_class" "tf_weapon_club" "show_in_armory" "1" "propername" "1" "item_name" "Battle Axe" "item_type_name" "Cursed Axe" "item_description" " This ain't your woodcutters axe boyo" "item_logname" "battleaxe" "item_iconname" "battleaxe" "image_inventory" "backpack/weapons/c_models/c_axe" "model_world" "models/weapons/custom/c_models/c_axe.mdl" "model_player" "models/weapons/custom/v_models/v_axe.mdl" "attach_to_hands" "2" "used_by_classes" { "demoman" "1" } "static_attrs" { "is_a_sword" "72" "decapitate type" "1" "melee range multiplier" "1.25" "melee bounds multiplier" "1.35" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.35" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "5" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.5" } "self mark for death alt" { "attribute_class" "self_mark_for_death_alt" "value" "1" } "active health degen" { "attribute_class" "active_item_health_regen" "value" "1" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-75" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Sword.Swing" "sound_melee_hit" "Weapon_Sword.HitFlesh" "sound_melee_hit_world" "Weapon_Sword.HitWorld" "sound_burst" "Weapon_Sword.SwingCrit" "sound_special1" "Weapon_Sword.HitHeads" "sound_single_shot" "Weapon_Sword.HitFlesh" "sound_single_shot_npc" "Weapon_Sword.HitWorld" "sound_double_shot" "Weapon_Sword.HitFlesh" "sound_double_shot_npc" "Weapon_Sword.HitWorld" } "mouse_pressed_sound" "#ui/item_knife_large_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //-------------------------- //-------------------------- // Ekaterina // V5.1 Damage Buffed //-------------------------- //-------------------------- "7034" { "name" "TF_WEAPON_EKATERINA" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Ekaterina" "item_type_name" "Minigun" "item_description" " Fires single explosive slugs each shot" "item_logname" "ekaterina" "item_iconname" "ekaterina" "image_inventory" "backpack/weapons/c_models/c_ekaterina" "model_world" "models/weapons/custom/c_models/c_ekaterina.mdl" "model_player" "models/weapons/custom/c_models/c_ekaterina.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.3" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.35" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.85" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.50" } "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.5" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.90" } } "visuals" { "sound_empty" "Weapon_Ekaterina.ClipEmpty" "sound_double_shot" "Weapon_Ekaterina.Fire" "sound_burst" "Weapon_Ekaterina.FireCrit" "sound_special1" "Weapon_Ekaterina.WindUp" "sound_special2" "Weapon_Ekaterina.WindDown" "sound_special3" "Weapon_Ekaterina.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // 357 //-------------------------- //-------------------------- "7035" { "name" "TF_WEAPON_357" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_logname" "357" "item_iconname" "357" "item_type_name" "#TF_Weapon_Revolver" "item_name" "Three Fifty Seven" "item_description" " Not quite the most powerful handgun in the world..." "propername" "1" "image_inventory" "backpack/weapons/c_models/c_357" "model_world" "models/weapons/custom/c_models/c_357.mdl" "model_player" "models/weapons/custom/c_models/c_357.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "SET BONUS: quiet unstealth" { "attribute_class" "set_quiet_unstealth" "value" "1" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.5" } } "visuals" { "sound_single_shot" "Weapon_Ambassador.Single" "sound_burst" "Weapon_Ambassador.SingleCrit" } } //-------------------------- //-------------------------- // Laika //-------------------------- //-------------------------- "7036" { "name" "TF_WEAPON_LAIKA" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Laika" "item_type_name" "Full Auto Portable Gauss Cannon" "item_description" "Fires lasers! Weapon from soviet space program, I thinks" "item_logname" "laika" "item_iconname" "laika" "image_inventory" "backpack/weapons/c_models/c_laika" "model_world" "models/weapons/custom/c_models/c_laika.mdl" "model_player" "models/weapons/custom/c_models/c_laika.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "Projectile speed increased" "2.50" "override projectile type" "32" "ragdolls become ash" "1" "centerfire projectile" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.50" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.05" } } "visuals" { "sound_empty" "Weapon_Ekaterina.ClipEmpty" "sound_double_shot" "Weapon_Ekaterina.Fire" "sound_burst" "Weapon_Ekaterina.FireCrit" "sound_special1" "Weapon_Ekaterina.WindUp" "sound_special2" "Weapon_Ekaterina.WindDown" "sound_special3" "Weapon_Ekaterina.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Improvised Imblazer //-------------------------- //-------------------------- "7037" { "name" "TF_WEAPON_DIYTHROWER" "prefab" "weapon_flamethrower" "show_in_armory" "1" "propername" "1" "item_name" "Household Blazer" "item_type_name" "Improvised Flamethrower" "item_description" "" "item_logname" "diythrower" "item_iconname" "diythrower" "image_inventory" "backpack/weapons/c_models/c_improvised_imblazer" "model_world" "models/weapons/custom/c_models/c_improvised_imblazer.mdl" "model_player" "models/weapons/custom/c_models/c_improvised_imblazer.mdl" "attach_to_hands" "1" "used_by_classes" { "pyro" "1" } "attributes" { "flame size bonus" { "attribute_class" "mult_flame_size" "value" "1.50" } "crit vs non burning players" { "attribute_class" "or_crit_vs_not_playercond" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "weapon burn dmg reduced" { "attribute_class" "mult_wpn_burndmg" "value" "0.75" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.6" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "1" } } "visuals" { "sound_special1" "Weapon_FireHose.FireLoop" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Injuste / 3 Barrel Revolver //-------------------------- //-------------------------- "7038" { "name" "TF_WEAPON_INJUSTE" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_logname" "injuste" "item_iconname" "injuste" "item_type_name" "Triple Barrelled Revolver" "item_name" "Injuste" "item_description" "Fire multiple bullets per shot Who said I need to play fair?" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_trigun" "model_world" "models/weapons/custom/c_models/c_trigun_spy.mdl" "model_player" "models/weapons/custom/c_models/c_trigun_spy.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "3" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2" } "mod ammo per shot" { "attribute_class" "mod_ammo_per_shot" "value" "3" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.65" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "5.0" } } "visuals" { "sound_single_shot" "Weapon_Injuste.Single" "sound_burst" "Weapon_Injuste.SingleCrit" } } //-------------------------- //-------------------------- // Jury / Snakeshot Revolver // V5.2 Upped pellets to 12 //-------------------------- //-------------------------- "7039" { "name" "TF_WEAPON_JURY" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_logname" "jury" "item_iconname" "jury" "item_type_name" "Shotgun Cartridge Revolver" "item_name" "Jury" "item_description" "Fire multiple pellets per shot Far more easier to conceal than a full size shotgun" "propername" "1" "image_inventory" "backpack/weapons/c_models/c_jury" "model_world" "models/weapons/custom/c_models/c_jury.mdl" "model_player" "models/weapons/custom/c_models/c_jury.mdl" "attach_to_hands" "1" "used_by_classes" { "spy" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "12" } "reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.15" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "5.0" } } "visuals" { "sound_single_shot" "Weapon_Jury.Single" "sound_burst" "Weapon_Jury.SingleCrit" } } //-------------------------- //-------------------------- // Vulcan Halo HMG // V5.1 Buffed the fuck out of damage, now on par with other miniguns //-------------------------- //-------------------------- "7040" { "name" "TF_WEAPON_VULCAN" "prefab" "weapon_minigun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "M41 'Vulcan'" "item_type_name" "Tri-barrel Heavy Machine Gun" "item_description" " Something something caves are not a natural formation" "item_logname" "halo50" "item_iconname" "halo50" "image_inventory" "backpack/weapons/c_models/c_halo50" "model_world" "models/weapons/custom/c_models/c_halo50.mdl" "model_player" "models/weapons/custom/c_models/c_halo50.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "minigun spinup time decreased" { "attribute_class" "mult_minigun_spinup_time" "value" "0.65" } "minigun spindown time decreased" { "attribute_class" "mult_minigun_spindown_time" "value" "0.65" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "health regen" { "attribute_class" "add_health_regen" "value" "10" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "aiming movespeed decreased" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.75" } "voice pitch scale" { "attribute_class" "mult_bullets_per_shot" "value" "0.75" } } "visuals" { "sound_double_shot" "Weapon_Halo50.Fire" "sound_burst" "Weapon_Halo50.FireCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Colt Crusher //-------------------------- //-------------------------- "7041" { "name" "TF_WEAPON_COLTCRUSHER" "prefab" "weapon_aagun" "show_in_armory" "1" "propername" "1" "item_name" "Colt Crusher" "item_type_name" "Beeg Revolver" "item_description" "Fires explosive shells Pff puny American revolver no match for Soviet steel!" "item_logname" "coltcrusher" "item_iconname" "coltcrusher" "image_inventory" "backpack/weapons/c_models/c_revolver_heavy" "model_world" "models/weapons/custom/c_models/c_revolver_heavy.mdl" "model_player" "models/weapons/custom/c_models/c_revolver_heavy.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.35" } "aiming movespeed increased" { "attribute_class" "mult_player_aiming_movespeed" "value" "2.1" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1.15" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-20" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.1" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "1.1" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/w_drunkwrath_grenade.mdl" } } "visuals" { "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Tokamak //-------------------------- //-------------------------- "7042" { "name" "TF_WEAPON_TOKAMAK" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_name" "Tokamak" "item_type_name" "Laser Cannon" "item_description" "Fires lasers that can ricochet Weapon from soviet space program, I thinks" "item_logname" "tokamak" "item_iconname" "tokamak" "image_inventory" "backpack/weapons/c_models/c_tokamak" "model_world" "models/weapons/custom/c_models/c_tokamak.mdl" "model_player" "models/weapons/custom/c_models/c_tokamak.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "Projectile speed increased" "2.75" "override projectile type" "32" "ragdolls become ash" "1" "centerfire projectile" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "6.0" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "4.9" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.3" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.50" } } "visuals" { "sound_empty" "Weapon_Ekaterina.ClipEmpty" "sound_double_shot" "Weapon_Tokamak.Fire" "sound_burst" "Weapon_Tokamak.FireCrit" "sound_special1" "Weapon_Ekaterina.WindUp" "sound_special2" "Weapon_Ekaterina.WindDown" "sound_special3" "Weapon_Ekaterina.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The Fortunate Son / Soldier M4 //-------------------------- //-------------------------- "7043" { "name" "TF_WEAPON_M4_SOLDIER" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "m4_soldier" "item_iconname" "m4_soldier" "item_type_name" "Assault Rifle" "item_name" "Fortunate Son" "item_description" " Some folks are born made to wave the flag" "propername" "1" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_m4_soldier" "model_world" "models/weapons/custom/w_models/w_m4_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_m4_soldier.mdl" "extra_wearable" "models/player/items/custom/soldier/going_commando.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "override projectile type" "1" "hidden primary max ammo bonus" "0.96" "class select override vcd" "taunt02_v1" "min_viewmodel_offset" "5 0 -10" } "attributes" { "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.70" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.20" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } } "visuals" { "sound_single_shot" "Weapon_AR.Single" "sound_burst" "Weapon_AR.SingleCrit" "sound_reload" "Weapon_AR.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Soldier Thompson //-------------------------- //-------------------------- "7044" { "name" "TF_WEAPON_THOMPSON" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "item_logname" "thompson_soldier" "item_iconname" "thompson_soldier" "item_type_name" ""#TF_Weapon_SMG"" "item_name" "Johnny Tommy" "item_description" " This gun won us the war! Which one? All of them! I think" "propername" "1" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_thompson_soldier" "model_world" "models/weapons/custom/w_models/w_thompson_soldier.mdl" "model_player" "models/weapons/custom/v_models/v_thompson_soldier.mdl" "extra_wearable" "models/player/items/custom/soldier/going_commando.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "override projectile type" "1" "hidden primary max ammo bonus" "0.96" "class select override vcd" "taunt02_v1" "reload time increased hidden" "1.5" "min_viewmodel_offset" "5 0 -10" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.20" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.20" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.65" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.10" } } "visuals" { "sound_single_shot" "Weapon_TommyGun.Single" "sound_burst" "Weapon_TommyGun.SingleCrit" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- // Enginer Jetpack // V5.2 Fixed projectile range leak bug //-------------------------- //-------------------------- "7045" { "name" "TF_WEAPON_JUMPPACK" "prefab" "weapon_pistol" // "item_class" "tf_weapon_flaregun" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_type_name" "Rocket Jump Pack" "item_name" "Fly Boy" "item_description" "Fires a short-duration blast that launches the Engineer in the direction they are aiming. Remember to jump before firing. Hoowee!" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory" "backpack/player/items/engineer/flyboy" "model_world" "models/weapons/w_models/w_pda_engineer.mdl" "model_player" "models/weapons/v_models/v_pda_engineer.mdl" "attach_to_hands" "2" "extra_wearable" "models/player/items/engineer/flyboy.mdl" "used_by_classes" { "engineer" "1" } "static_attrs" { "override projectile type" "2" "rocket limited lifetime" "0.05" "min_viewmodel_offset" "10 0 -10" "class select override vcd" "taunt01" // "mod max primary clip override" "-1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mod use metal ammo type" // This attribute is a little weird. YOU DONT SAY?? { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "reload time increased hidden" { "attribute_class" "mult_clipsize" "value" "2.1" } "mod ammo per shot" { "attribute_class" "mod_ammo_per_shot" "value" "25" } "boots falling stomp" { "attribute_class" "boots_falling_stomp" "value" "2" } "scattergun no reload single" { "attribute_class" "mod_rocket_gravity" "value" "50" } "voice pitch scale" { "attribute_class" "mult_projectile_speed" "value" "-0.7" } "voice pitch scale" { "attribute_class" "mult_explosion_radius" "value" "0.01" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "" } "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "0" } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "2.8" } } "visuals" { "sound_single_shot" "Weapon_RPG_FC.Single" "sound_burst" "Weapon_RPG_FC.SingleCrit" "sound_special1" "Weapon_RPG_BlackBox.Explode" "sound_reload" "Weapon_FlareGun.WorldReload_Alt" "animation_replacement" { "ACT_MP_STAND_SECONDARY" "ACT_MP_STAND_PDA" "ACT_MP_RUN_SECONDARY" "ACT_MP_RUN_PDA" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_CROUCH_PDA" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_CROUCHWALK_PDA" "ACT_MP_SWIM_SECONDARY" "ACT_MP_SWIM_PDA" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_AIRWALK_PDA" "ACT_MP_JUMP_START_SECONDARY" "ACT_MP_JUMP_START_PDA" "ACT_MP_JUMP_FLOAT_SECONDARY" "ACT_MP_JUMP_FLOAT_PDA" "ACT_MP_JUMP_LAND_SECONDARY" "ACT_MP_JUMP_LAND_PDA" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- // The Rainmaker's Barrage // V5.2 !New! weapon inspired by Liberty Launcher Typo //-------------------------- //-------------------------- "7046" { "name" "TF_WEAPON_RAINMAKER" "prefab" "weapon_rocketlauncher" "item_class" "tf_weapon_rocketlauncher" "item_slot" "primary" "show_in_armory" "1" "item_type_name" "#TF_Weapon_RocketLauncher" "item_name" "Rainmaker's Barrage" "item_description" " For when you need just more rocket..." "item_logname" "rainmaker_barrage" "item_iconname" "rainmaker_barrage" "propername" "1" "item_quality" "normal" "image_inventory_size_w" "128" "image_inventory_size_h" "104" "image_inventory" "backpack/weapons/w_models/c_barrage" "model_world" "models/weapons/custom/c_models/c_barrage.mdl" "model_player" "models/weapons/custom/c_models/c_barrage.mdl" "attach_to_hands" "1" "used_by_classes" { "soldier" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "2" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.50" } "rocket jump damage reduction" { "attribute_class" "rocket_jump_dmg_reduction" "value" "0.50" } "self dmg push force increased" { "attribute_class" "mult_dmgself_push_force" "value" "1.5" } "reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.2" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.40" } // "Projectile speed decreased" // { // "attribute_class" "mult_projectile_speed" // "value" "0.8" // } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_barrage_rocket.mdl" } } "visuals" { "sound_single_shot" "Weapon_Liberty_Launcher.Single" "sound_burst" "Weapon_Liberty_Launcher.SingleCrit" "sound_reload" "Weapon_RPG.WorldReload" "sound_special1" "Weapon_RPG_BlackBox.Explode" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The H.A.G.I.S // V5.2 New weapon, fires big rolly boi // V5.3.1 Halved recharge time //-------------------------- //-------------------------- "7047" { "name" "TF_WEAPON_HAGIS" "prefab" "weapon_grenade_launcher" "item_class" "tf_weapon_grenade_mirv" "item_slot" "secondary" "show_in_armory" "1" "propername" "1" "item_name" "H.A.G.I.S" "item_type_name" "#TF_Weapon_GrenadeLauncher" "item_description" "Slows weapon draw speed on all items Ka-boom!" "item_logname" "hagis" "item_iconname" "hagis" "image_inventory" "backpack/weapons/c_models/c_mirvgrenadelauncher" "model_world" "models/weapons/custom/c_models/c_mirvgrenadelauncher.mdl" "model_player" "models/weapons/custom/c_models/c_mirvgrenadelauncher.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.60" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.35" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "2.0" } "reload time increased" { "attribute_class" "effectbar_recharge_rate" "value" "2.5" } "single wep holster time increased" { "attribute_class" "mult_switch_from_wep_deploy_time" "value" "2.0" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "2.0" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/c_mirvgrenadelauncher_grenade.mdl" } } "visuals" { "sound_single_shot" "Weapon_Cyclops.Shoot" "sound_burst" "Weapon_Cyclops.ShootCrit" "sound_reload" "Weapon_GrenadeLauncher.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The FireArm // V5.2 New weapon //-------------------------- //-------------------------- "7048" { "name" "TF_WEAPON_FIREARM" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_logname" "firearm_engineer" "item_iconname" "firearm_engineer" "item_type_name" "Arm mounted auto-cannon" "item_name" "Firearm" "item_description" "Fires 3 bullets per shot Arm not working? More gun is the solution!" "image_inventory" "backpack/weapons/c_models/c_firearm" "model_world" "models/weapons/custom/c_models/c_firearm.mdl" "model_player" "models/weapons/custom/v_models/v_firearm.mdl" "extra_wearable" "models/player/items/engineer/employee-of-the-month.mdl" "attach_to_hands" "1" "used_by_classes" { "engineer" } "static_attrs" { "mod max primary clip override" "-1" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.25" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.50" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "2.75" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.15" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.3" } } "visuals" { "animation_replacement" { "ACT_MP_STAND_PRIMARY" "ACT_MP_STAND_SECONDARY" "ACT_MP_RUN_PRIMARY" "ACT_MP_RUN_SECONDARY" "ACT_MP_CROUCH_PRIMARY" "ACT_MP_CROUCH_SECONDARY" "ACT_MP_CROUCHWALK_PRIMARY" "ACT_MP_CROUCHWALK_SECONDARY" "ACT_MP_SWIM_PRIMARY" "ACT_MP_SWIM_SECONDARY" "ACT_MP_AIRWALK_PRIMARY" "ACT_MP_AIRWALK_SECONDARY" "ACT_MP_JUMP_START_PRIMARY" "ACT_MP_JUMP_START_SECONDARY" "ACT_MP_JUMP_FLOAT_PRIMARY" "ACT_MP_JUMP_FLOAT_SECONDARY" "ACT_MP_JUMP_LAND_PRIMARY" "ACT_MP_JUMP_LAND_SECONDARY" } "sound_single_shot" "Weapon_R870.Single" "sound_burst" "Weapon_R870.SingleCrit" "reload" "Weapon_Shotgun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // The Classical Protection // V5.2 New wearable // V5.3 Removed Speedboost // V5.3.1 Removed resistance and replaced with 75HP bonus, 10% Speed penalty applied, secondary ammo bonus removed //-------------------------- //-------------------------- "7049" { "name" "TF_WEARABLE_BVEST_ENGINEER" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "primary" "equip_region" "shirt" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Classical Protection" "item_type_name" "Ballistic Vest" "item_description" "50% damage resistance on wearer Replaces your Shotgun You are unable to use a Primary Weapon while this item is equipped" "image_inventory" "backpack/workshop/player/items/engineer/classical_protection/classical_protection" "model_player" "models/player/items/custom/engineer/classical_protection.mdl" "extra_wearable" "models/player/items/custom/engineer/classical_protection.mdl" "used_by_classes" { "engineer" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt03" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "75" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.9" } // "damage bonus hidden" // { // "attribute_class" "mult_dmgtaken" // "value" "0.5" // } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- // The Security Measure // V5.2 New wearable // V5.3 Removed health regen, dropped resistance to 45%, speedboost to 10% and applied +15 max HP on equip, moved from PDA2 to Melee slot due to stacking bug // V5.3.1 Replaced resistance with flat HP buff, raised from +15 to +75hp //-------------------------- //-------------------------- "7050" { "name" "TF_WEARABLE_BVEST_SPY" "item_class" "tf_wearable" "show_in_armory" "1" "item_slot" "melee" "equip_region" "shirt" "anim_slot" "FORCE_NOT_USED" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Security Measure" "item_type_name" "Ballistic Vest" "item_description" "45% damage resistance on wearer Replaces your Knife You are unable to backstab while this item is equipped" "image_inventory" "backpack/workshop/player/items/spy/bulletproof/bulletproof" "model_player" "models/player/items/custom/spy/bulletproof.mdl" "extra_wearable" "models/player/items/custom/spy/bulletproof.mdl" "used_by_classes" { "spy" "1" } "loadondemand" "1" "act_as_wearable" "1" "static_attrs" { "class select override vcd" "taunt03" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "75" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "2" } // "damage bonus hidden" // { // "attribute_class" "mult_dmgtaken" // "value" "0.55" // } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#ui/item_pack_pickup.wav" "drop_sound" "#ui/item_pack_drop.wav" } //-------------------------- //-------------------------- // The Bat Fat // V5.2 New wearable //-------------------------- //-------------------------- "7051" { "name" "TF_WEAPON_BAT_FISTS" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_name" "Bat Fat" "item_type_name" "Imitation Costume" "item_description" " Heavy found this next to pretty dress" "item_logname" "bat_gloves" "item_iconname" "bat_gloves" "image_inventory" "backpack/weapons/c_models/c_batfat" "model_world" "models/weapons/custom/c_models/c_metalfists.mdl" "model_player" "models/weapons/custom/v_models/v_metalfists.mdl" "extra_wearable" "models/player/items/custom/heavy/fatbat.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "special taunt" "1" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "1.55" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.5" } } "hide_bodygroups_deployed_only" "1" "visuals" { "player_bodygroups" { "hands" "1" } "sound_melee_miss" "Weapon_MetalGloves.Miss" "sound_melee_hit" "Weapon_MetalGloves.HitFlesh" "sound_melee_hit_world" "Weapon_MetalGloves.HitWorld" "sound_burst" "Weapon_MetalGloves.MissCrit" "sound_deploy" "Weapon_MetalGloves.Draw" } "mouse_pressed_sound" "#ui/item_boxing_gloves_pickup.wav" "drop_sound" "#ui/item_boxing_gloves_drop.wav" } //-------------------------- //-------------------------- // The W.A.L.L // V5.2 New wearable? // V5.3 Resistance now 50% instead of 95%, can still be stacked with Robo // V5.3.1 Renamed to "The Slightly Immovable W.A.L.L", can now move at 47HU/s when active //-------------------------- //-------------------------- "7052" { "name" "TF_WEAPON_HEAVY_SHEILD" "item_class" "tf_weapon_minigun" "show_in_armory" "1" "propername" "1" "item_name" "Slightly Immovable W.A.L.L" "item_type_name" "Improvised Sheild" "item_description" "On deploy 50% damage resistance. Look, its more than just a fence..." "item_slot" "primary" "item_quality" "normal" "min_ilevel" "1" "max_ilevel" "1" "image_inventory" "backpack/weapons/c_models/c_wall" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/w_models/w_shield_heavy/w_shield_heavy.mdl" "model_player" "models/weapons/v_models/v_shield_heavy/v_shield_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -9" "allowed in medieval mode" "1" "override projectile type" "0" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus hidden" { "attribute_class" "mult_dmgtaken" "value" "0.5" } // Magical shit to make it 100% on description "aiming movespeed decreased" { "attribute_class" "weapon_stattrak_module_scale" "value" "0.2" } "weapon_stattrak_module_scale" { "attribute_class" "mult_player_aiming_movespeed" "value" "0.0" } "move speed penalty" { "attribute_class" "weapon_stattrak_module_scale" "value" "0.2" } "weapon_stattrak_module_scale" { "attribute_class" "mult_player_movespeed" "value" "0.2" } "kill eater" { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } "fire rate penalty hidden" { "attribute_class" "mult_postfiredelay" "value" "101" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0" } "mod max primary clip override" { "attribute_class" "mod_max_primary_clip_override" "value" "-1" } } "visuals" { "sound_reload" "BaseCombatCharacter.StopWeaponSounds" "sound_empty" "BaseCombatCharacter.StopWeaponSounds" "sound_double_shot" "BaseCombatCharacter.StopWeaponSounds" "sound_special1" "Selection.HeavyEquipment1" "sound_special2" "Selection.HeavyEquipment2" "sound_special3" "BaseCombatCharacter.StopWeaponSounds" "sound_burst" "BaseCombatCharacter.StopWeaponSounds" "muzzle_flash" "muzzle_minigun_constant" "tracer_effect" "bullet_tracer01" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // Drunkards Wrath // V5.2 New weapon //-------------------------- //-------------------------- "7053" { "name" "TF_WEAPON_BIGREVOLVER" "prefab" "weapon_grenade_launcher" "show_in_armory" "1" "propername" "1" "item_name" "Drunkard's Wrath" "item_type_name" "Big Revolver?" "item_description" "Fires explosive shells And then I'll grow yer arse's arse and I'm the grass man, punk yeah heaven's heathen..." "item_logname" "drunkgun" "item_iconname" "drunkgun" "image_inventory" "backpack/weapons/c_models/c_drunkwrath" "model_world" "models/weapons/custom/c_models/c_drunkwrath.mdl" "model_player" "models/weapons/custom/c_models/c_drunkwrath.mdl" "attach_to_hands" "1" "used_by_classes" { "demoman" "1" } "static_attrs" { "override projectile type" "2" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.25" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.35" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.50" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "2" } "reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.5" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.05" } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.60" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1.15" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/custom/c_models/w_drunkwrath_grenade.mdl" } } "visuals" { "sound_special1" "Weapon_RPG_BlackBox.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- // THE CHAIRS // V5.3.1 New weapon //-------------------------- //-------------------------- "7054" { "name" "TF_WEAPON_CHAIR_HEAVY" "prefab" "weapon_fists" "show_in_armory" "1" "propername" "1" "item_name" "Smackdown" "item_type_name" "Steel Chair" "item_description" "Increased melee range BAH GOD, ITS HEAVY WITH A STEEL CHAIR!" "item_logname" "chair_heavy" "item_iconname" "chair" "image_inventory" "backpack/weapons/w_models/w_chair" "model_world" "models/weapons/custom/w_models/w_chair_heavy.mdl" "model_player" "models/weapons/custom/v_models/v_chair_heavy.mdl" "extra_wearable" "models/player/items/custom/heavy/buff_boi.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "2" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.15" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "2" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.0" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.5" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Chair.Miss" "sound_melee_hit" "Weapon_Chair.HitFlesh" "sound_melee_hit_world" "Weapon_Chair.HitWorld" "sound_burst" "Weapon_Chair.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } "7055" { "name" "TF_WEAPON_CHAIR_SCOUT" "prefab" "weapon_bat" "show_in_armory" "1" "propername" "1" "item_name" "Smackdown" "item_type_name" "Steel Chair" "item_description" "Increased melee range BAH GOD, ITS SCOUT WITH A STEEL CHAIR!" "item_logname" "chair_scout" "item_iconname" "chair" "image_inventory" "backpack/weapons/w_models/w_chair" "model_world" "models/weapons/custom/w_models/w_chair_scout.mdl" "model_player" "models/weapons/custom/v_models/v_chair_scout.mdl" "extra_wearable" "models/player/items/custom/scout/buffout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "min_viewmodel_offset" "5 0 -10" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "melee bounds multiplier" { "attribute_class" "melee_bounds_multiplier" "value" "2" } "melee range multiplier" { "attribute_class" "melee_range_multiplier" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.5" } "critboost on kill" { "attribute_class" "add_onkill_critboost_time" "value" "2" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "2.0" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.7" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "player_bodygroups" { "hat" "1" "headphones" "1" } "sound_melee_miss" "Weapon_Chair.Miss" "sound_melee_hit" "Weapon_Chair.HitFlesh" "sound_melee_hit_world" "Weapon_Chair.HitWorld" "sound_burst" "Weapon_Chair.MissCrit" } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------------------- //----------------------------------------------- // PAINT + GRUNT STUFF (Starting at 9000)--------- //----------------------------------------------- //----------------------------------------------- //--------------------- //--------------------- //--L'ETRANGER - 9001-- //--------------------- //--------------------- "9001" { "name" "L'Etranger" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_weapon_Revolver" "item_logname" "letranger" "item_iconname" "letranger" "item_type_name" "#TF_Weapon_Revolver" "item_name" "L'Etranger" "item_description" " Get in, get out. Simple as that." "propername" "1" "image_inventory" "backpack/workshop/weapons/c_models/c_letranger/c_letranger" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_world" "models/weapons/w_models/w_letranger.mdl" "model_player" "models/weapons/v_models/v_letranger_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "primary" } "attributes" { // "add cloak on hit" // { // "attribute_class" "add_cloak_on_hit" // "value" "15" // } "cloak consume rate decreased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "0.6" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.7" } } "visuals" // This is just for consistency! { "sound_single_shot" "Weapon_Letranger.Single" "sound_burst" "Weapon_Letranger.SingleCrit" } "mouse_pressed_sound" "ui/item_light_gun_pickup.wav" "drop_sound" "ui/item_light_gun_drop.wav" } //----------------- //----------------- //--HK SMG - 9002-- //----------------- //----------------- "9002" { "name" "City Sweeper" "prefab" "weapon_smg" "item_class" "tf_weapon_smg" "propername" "1" "show_in_armory" "1" "item_logname" "mp7" "item_iconname" "mp7" "item_type_name" "PDW" "item_name" "City Sweeper" "item_description" "Damage dealt with this weapon ignores any active resistances No alien blokes are gonna keep me down." "item_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_mp7" "model_world" "models/weapons/w_models/w_mp7.mdl" "model_player" "models/weapons/v_models/v_mp7_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "secondary" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "dmg pierces resists absorbs" { "attribute_class" "mod_pierce_resists_absorbs" "value" "1" } "heal on hit for rapidfire" { "attribute_class" "add_onhit_addhealth" "value" "3" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.5" } } "visuals" { "sound_single_shot" "Weapon_MP7.Single" "sound_burst" "Weapon_MP7.SingleCrit" } } //--------------- //--------------- //--AR18 - 9003-- //--------------- //--------------- "9003" { "name" "Iron Cover" "prefab" "weapon_smg" "item_class" "tf_weapon_smg" "show_in_armory" "1" "item_logname" "ar18" "item_iconname" "ar18" "item_type_name" "#TF_Weapon_SMG" "item_name" "Iron Cover" "item_description" "25% damage resistance on wearer This'll iron out them pikers." "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 bonus" { "attribute_class" "mult_clipsize" "value" "1.20" } "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" "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" "6.7" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Slugger.Single" "sound_burst" "Weapon_Slugger.SingleCrit" "sound_reload" "Weapon_R870.Reload" } } //--------------------------------------- //--------------------------------------- //--OFFICER TAVISH/MUNDY - 9005 - 9008 -- //--------------------------------------- //--------------------------------------- "9005" { "name" "Smoke Stack" "prefab" "weapon_grenadelauncher" "item_class" "tf_weapon_grenade_mirv" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "item2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Smoke Stack" "item_type_name" "Grenade" "item_description" " Smoking kills. But it's actually a concussive grenade laddy!" "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" } "view punch on hit" { "attribute_class" "add_viewpunch_onhit" "value" "1" } "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "5" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.5" } "rocket jump damage reduction" { "attribute_class" "blast_dmg_to_self" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.25" } "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. "mult_item_meter_charge_rate" { "attribute_class" "effectbar_recharge_rate" "value" "1.5" // 5 seconds! } "damage force increase hidden" { "attribute_class" "mult_dmgself_push_force" "value" "0.33" } } "visuals" { "sound_special1" "Weapon_GasCan.Explode" "sound_special2" "Weapon_GasCan.Explode" "animation_replacement" { "ACT_MP_ATTACK_STAND_ITEM2" "ACT_MP_ATTACK_SWIM_ITEM2" } } "mouse_pressed_sound" "#ui/item_paint_can_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "9006" { "name" "Big Shot" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Big Shot" "item_type_name" "...Sniper Rifle?" "item_description" " 'I hate you campers; everybody bloody hates you...' Is what that drunkard would say if he didn't have this for a short amount a time." "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" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "1.5" } "sniper faster scoped fire speed DISPLAY ONLY" { "attribute_class" "mod_sniper_slower_scoped_fire_speed_DISPLAY_ONLY" "value" "1" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "2" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.2" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.20" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_artillery_grenade_small.mdl" } } "visuals" { "sound_single_shot" "Weapon_BigGrenade.Single" "sound_burst" "Weapon_BigGrenade.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } // V5.3.1 Bug fix, technically if sniper somehow got "metal" they could upgrade buildings with this, idk "9007" { "name" "Scope Out" "prefab" "weapon_club" "item_class" "tf_weapon_wrench" "show_in_armory" "1" "propername" "1" "item_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" "50K Volt" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_name" "50K Volt" "item_type_name" "#TF_Weapon_SMG" "item_description" "Fires lasers instead of bullets This'll shock into size ya spooks! Assault and battery taken literally." "item_logname" "bigzap" "item_iconname" "bigzap" "image_inventory" "backpack/weapons\w_models\w_bigzap" "model_world" "models/weapons\w_models\w_bigzap.mdl" "model_player" "models/weapons/v_models/v_bigzap_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "mod max primary clip override" "-1" "override projectile type" "32" } "attributes" { "mod no reload DISPLAY ONLY" { "attribute_class" "mod_no_reload_display_only" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.85" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.4" } // "fire rate penalty" // { // "attribute_class" "mult_postfiredelay" // "value" "2.2" // } } "visuals" { "sound_single_shot" "Weapon_SpaceAR.Single" "sound_burst" "Weapon_SpaceAR.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--THE MAGNUM OPUS- 9009-- //------------------------- //------------------------- "9009" { "name" "Magnum Opus" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_weapon_pistol" "item_logname" "deagle_engineer" "item_iconname" "deagle_engineer" "item_type_name" "Hand Cannon" "item_name" "Magnum Opus" "item_description" " The one tap champ... not in the Gravel Wars though." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_deagle2" "model_world" "models/weapons/w_models/w_deagle.mdl" "model_player" "models/weapons/v_models/v_deagle_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "secondary" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.65" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.65" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.6" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.175" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "3.55" } "deploy time increased" { "attribute_class" "mult_deploy_time" "value" "1.25" } } "visuals" // This is just for consistency! { "animation_replacement" { "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } "sound_single_shot" "Weapon_DesertEagle.Single" "sound_burst" "Weapon_DesertEagle.SingleCrit" } } //------------------------- //------------------------- //--SNIPER SHOTGUN - 9010-- //------------------------- //------------------------- "9010" { "name" "Buck's Banter" "prefab" "weapon_shotgun" "baseitem" "1" "show_in_armory" "1" "item_slot" "secondary" "item_class" "tf_weapon_shotgun_soldier" "item_logname" "revolver_shotgun" "item_iconname" "revolver_shotgun" "item_type_name" "#TF_Weapon_shotgun" "item_name" "Buck's Banter" "anim_slot" "primary" "item_description" " Oooh ya wouldn't want to know what goes on down in that cylinder mate - It's far worse than you'd expect from a gun like this." "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" "1.25" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.67" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_PRIMARY_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_PRIMARY_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_PRIMARY_ALT" } "sound_single_shot" "Weapon_RevolverShotty.Single" "sound_burst" "Weapon_RevolverShotty.SingleCrit" "reload" "Weapon_r870.WorldReload" } } //--------------------------- //--------------------------- //--THE TREBLE REBEL - 9011-- //--------------------------- //--------------------------- "9011" { "name" "TF_WEAPON_SHORTSTOP" "prefab" "weapon_pistol" "item_class" "tf_weapon_revolver" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Treble Rebel" "item_type_name" "Pocket Shotgun" "item_description" " One... two... three!" "item_logname" "treble_rebel" "item_iconname" "treble_rebel" "image_inventory" "backpack/weapons/w_models/w_shortface" "model_world" "models/weapons/w_models/w_shortface.mdl" "model_player" "models/weapons/v_models/v_shortface_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" // Static attributes! To keep things semi-short, I'll shove backend stuff up here if I can possibly do so. { "class select override vcd" "class_select_nailgun" // The Nailgun select looks a lot more neutral than his Scattergun one - it's good for this wep. "clip size penalty hidden" "0.5" // 3 shots! "hidden secondary max ammo penalty" "1.5" // 36 ammo in secondary! "fire rate penalty hidden" "0.8" // Around 14% slower compared to the Shortstop "damage bonus hidden" "0.10" "reload time increased hidden" "0.9" // Slightly faster reload, to match the Pistol's..? } "attributes" // Generally speaking, I tend to put the "visible" attributes down here, but Static Attrs works just fine too! { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "12" } "damage penalty" { "attribute_class" "mult_projectile_speed" "value" "0.34" } "clip size penalty" { "attribute_class" "mult_projectile_speed" "value" "0.75" } "fire rate penalty" { "attribute_class" "mod_rocket_gravity" // DISPLAY ONLY "value" "1.14" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } // "damage force increase text" // { // "attribute_class" "damage_force_reduction" // "value" "1" // } "damage force increase hidden" { "attribute_class" "damage_force_reduction" "value" "1.2" } "airblast vulnerability multiplier hidden" // Some attributes have text that displays, but don't work - unfortunately... { "attribute_class" "airblast_vulnerability_multiplier" "value" "1.2" } } "visuals" { "sound_single_shot" "Weapon_Short_Stop.Single" "sound_burst" "Weapon_Short_Stop.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" "tracer_effect" "bullet_scattergun_tracer01" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------- //------------------------- //--TOMMY GUN TEST - 9012-- //------------------------- //------------------------- "9012" { "name" "Tinkerer's Typewriter" "item_class" "tf_weapon_nailgun" // Defined manually so Scout doesn't have it! "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Tinkerer's Typewriter" "item_type_name" "#TF_Weapon_SMG" "item_description" "Default Clip: 20 Rounds Compact and with loads of ammo, not even a Spy is escaping this small wall of lead." "item_logname" "tommygun_metal" "item_iconname" "tommygun_metal" "image_inventory" "backpack/weapons/w_models/w_tommygun_compact" "model_world" "models/weapons/w_models/w_tommygun_compact.mdl" "model_player" "models/weapons/v_models/v_tommygun_compact_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "min_viewmodel_offset" "10 0 -11" "damage bonus" "1.25" "override projectile type" "1" // Bullet "clip size penalty" "0.8" // "damage penalty" "0.8" // "mod max primary clip override" "-1" // "fire rate penalty" "1.1" "spread penalty" "1.2" "Reload time increased" "1.5" } "attributes" { "mod use metal ammo type" // This attribute is a little weird. { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } // "Reload time increased" // { // "attribute_class" "mult_reload_time" // "value" "1.5" // } "voice pitch scale" { "attribute_class" "mult_maxammo_metal" "value" "1.6" } } "visuals" { "sound_single_shot" "Weapon_TommyGun.Single" "sound_burst" "Weapon_TommyGun.SingleCrit" "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--GLOCK MELEES - 9013 - 9014-- // V5.3.1 Bug fix, technically if demo or soldier somehow got "metal" they could upgrade buildings with this, idk //------------------------------ //------------------------------ "9013" { "name" "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" { "damage applies to sappers" { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "2.654" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.754" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.00" } "damage force increase hidden" { "attribute_class" "mult_construction_value" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" "sound_single_shot" "Weapon_Bottle.HitFlesh" "sound_single_shot_npc" "Weapon_Crowbar_HL1.HitWorld" "sound_double_shot" "Weapon_Bottle.HitFlesh" "sound_double_shot_npc" "Weapon_Crowbar_HL1.HitWorld" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } "9014" { "name" "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" { "damage applies to sappers" { "attribute_class" "set_dmg_apply_to_sapper" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "2.654" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.754" } // Backend stuff "voice pitch scale" { "attribute_class" "mult_repair_value" "value" "0.00" } "damage force increase hidden" { "attribute_class" "mult_construction_value" "value" "0" } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bottle.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" "sound_special1" "Weapon_FireAxe.HitWorld" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------- //---------------------------- //--CLEANER'S CARBINE - 9015-- //---------------------------- //---------------------------- "9015" { "name" "Cleaner's Carbine" "prefab" "weapon_smg" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Cleaner's Carbine" "item_type_name" "#TF_Weapon_SMG" "item_description" "I'll be cleansing the filfth out you ya dirty fruit-shop owners!" "item_logname" "pro_smg" "item_iconname" "pro_smg" "image_inventory" "backpack/workshop/weapons/c_models/c_pro_smg/c_pro_smg" "model_world" "models/weapons/w_models/w_pro_smg.mdl" "model_player" "models/weapons/v_models/v_pro_smg_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "critboost on kill" "3" } "attributes" { "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.34" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.8" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_UrbanProfessional.Single" "sound_burst" "Weapon_UrbanProfessional.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------- //---------------------- //--TFC MINIGUN - 9016-- // V5.3.1 33% Damage bonus added //---------------------- //---------------------- "9016" { "name" "Ol' Reliable" "prefab" "weapon_minigun" "show_in_armory" "1" "propername" "1" "item_name" "Ol' Reliable" "item_type_name" "#TF_Weapon_Minigun" "item_description" "Fires nails instead of bullets Old gun killed many babies before Sasha." "item_logname" "tfc_minigun" "item_iconname" "tfc_minigun" "image_inventory" "backpack\weapons\c_models\c_tfc_minigun\c_tfc_minigun" "model_world" "models/weapons/c_models/c_tfc_minigun/c_tfc_minigun.mdl" "model_player" "models/weapons/c_models/c_tfc_minigun/c_tfc_minigun.mdl" "attach_to_hands" "1" "used_by_classes" { "heavy" "1" } "static_attrs" { "maxammo primary increased" "1.5" "Projectile speed increased" "1.75" "damage bonus" "1.33" "fire rate bonus" "0.5" "override projectile type" "29" } "attributes" { "minigun spinup time increased" { "attribute_class" "mult_minigun_spinup_time" "value" "1.2" } } "visuals" { "sound_empty" "Weapon_TFC_Minigun.ClipEmpty" "sound_double_shot" "Weapon_TFC_Minigun.Fire" "sound_burst" "Weapon_TFC_Minigun.FireCrit" "sound_special1" "Weapon_TFC_Minigun.WindUp" "sound_special2" "Weapon_TFC_Minigun.WindDown" "sound_special3" "Weapon_TFC_Minigun.Spin" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------- //------------------------- //--THE AMBASSADOR - 9017-- // V5.2 Removed damage penalty, increased accuracy to near pin-point, snipers will hate this gun even in TF2C, fuck you snipers //------------------------- //------------------------- "9017" { "name" "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 fantastic so i'll let it pass." "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" "0.25" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.2" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_Ambassador.Single" "sound_burst" "Weapon_Ambassador.SingleCrit" } } //---------------------------- //---------------------------- //--FAT SCOUT SHOTGUN - 9018-- // V5.2 Removed intel pickup restriction, dropped damage penalty and damage taken a bit //---------------------------- //---------------------------- "9018" { "name" "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" " 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" { "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.4" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.9" } //"cannot pick up intelligence" //{ // "attribute_class" "cannot_pick_up_intelligence" // "value" "1" //} "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.25" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.15" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } } "visuals" { "sound_single_shot" "Weapon_Shotgun_FC.Single" "sound_burst" "Weapon_Shotgun_FC.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--DISPENSER SHOTGUN - 9019-- // V5.3.1 Dispenser radius increased from 50% to 100% //---------------------------- //---------------------------- "9019" { "name" "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. Heh someone's coughing up a gutfull of lead that's for sure!" "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" "extra_wearable" "models/workshop/player/items/engineer/jul13_scrap_reserve/jul13_scrap_reserve.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "primary" } "model_player_per_class" { "pyro" "models/weapons/v_models/v_buckshot_pyro.mdl" "engineer" "models/weapons/v_models/v_buckshot_engineer.mdl" } "attributes" { "engy dispenser radius increased" { "attribute_class" "mult_dispenser_radius" "value" "2" } "mult_deploy_time" // ? { "attribute_class" "mult_deploy_time" "value" "0.66" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "no primary ammo from dispensers while active" { "attribute_class" "no_primary_ammo_from_dispensers" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_R870.Single" "sound_burst" "Weapon_R870.SingleCrit" "reload" "Weapon_Shotgun.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--W.A.S.P. ROCKET LAUNCHER - 9020-- //----------------------------------- //----------------------------------- "9020" { "name" "W.A.S.P. Launcher" "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" "W.A.S.P. Launcher" "item_description" " 'If you know what's good for you, you will run!'" "propername" "1" "image_inventory" "backpack/weapons/w_models/w_law_launcher" "model_world" "models/weapons/w_models/w_law_launcher.mdl" "model_player" "models/weapons/v_models/v_law_launcher_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "class select override vcd" "taunt07" "override projectile type" "2" // "32" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.35" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.33" } // "projectile speed increased" // { // "attribute_class" "mult_projectile_speed" // "value" "1" // } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_rocket_law.mdl" } } "visuals" { "sound_single_shot" "Weapon_Law_Launcher.Shoot" "sound_burst" "Weapon_Law_Launcher.ShootCrit" "sound_special1" "Weapon_Law_Launcher.Explode" "sound_special2" "Weapon_Law_Launcher.Explode" } } //------------------------------- //------------------------------- //--THE LIBERTY LAUNCHER - 9021-- //------------------------------- //------------------------------ "9021" { "name" "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" } //---------------------------- //---------------------------- //--DESTINY 2 SIDEARM - 9022-- //---------------------------- //---------------------------- "9022" { "name" "Minimum Distance" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_weapon_pistol" "item_logname" "minimum_distance" "item_iconname" "hakke_sidearm" // "item_quality" "selfmade" "item_quality" "rarity1" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Minimum Distance" "item_description" "All I need is a little breathing room and maybe some BONK..." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_minimum_distance" "model_world" "models/weapons/w_models/w_minimum_distance.mdl" "model_player" "models/weapons/v_models/v_minimum_distance_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "visuals" { "sound_single_shot" "Weapon_Hakke_Sidearm.Single" "sound_burst" "Weapon_Hakke_Sidearm.SingleCrit" } } //-------------------------- //-------------------------- //--FC COMBAT KNIFE - 9023-- //-------------------------- //-------------------------- "9023" { "name" "Striker's Shank" "prefab" "weapon_club" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_weapon_club" "item_logname" "combat_knife" "item_iconname" "combat_knife" "item_type_name" "#TF_Weapon_Knife" "item_name" "Striker's Shank" "item_description" "This weapon cannot Backstab A standard military combat knife, not ideal for fightin', but it'll work i suppose." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_combat_knife" "model_world" "models/weapons/w_models/w_combat_knife.mdl" "model_player" "models/weapons/v_models/v_combat_knife_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "melee" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.62" } } "visuals" { // "sound_deploy" "Weapon_Sknife.Draw" "sound_melee_miss" "Weapon_Sknife.Miss" "sound_melee_hit" "Weapon_Sknife.HitFlesh" "sound_melee_hit_world" "Weapon_Sknife.HitWorld" "sound_burst" "Weapon_Sknife.MissCrit" } } //--------------------------------- //--------------------------------- //--MECERNARY'S P38 - 9024 - 9025-- //--------------------------------- //--------------------------------- "9024" { "name" "TF_WEAPON_P38" "prefab" "weapon_pistol" "show_in_armory" "1" "item_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" "1" "image_inventory" "backpack/weapons/w_models/w_walther_p38" "model_world" "models/weapons/w_models/w_walther_p38.mdl" "model_player" "models/weapons/v_models/v_walther_p38_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.25" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.33" } } "visuals" { "sound_single_shot" "Weapon_PistolDM.Single" "sound_burst" "Weapon_PistolDM.SingleCrit" } } "9025" { "name" "Combat Pistol (Melee)" "prefab" "weapon_bat" "show_in_armory" "1" "item_logname" "p38_pistol_whip" "item_iconname" "p38_pistol_whip" "item_quality" "vintage" "propername" "1" "item_name" "Combat Pistol (Melee)" "item_type_name" "...Pistol?" "image_inventory" "backpack/weapons/w_models/w_walther_p38" "item_description" " It stopped shooting, but now it started smacking now start standing still ya dope!" "model_world" "models/weapons/w_models/w_walther_p38_whip.mdl" "model_player" "models/weapons/v_models/v_walther_p38_whip_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" // "demoman" "1" } "static_attrs" { } "attributes" { // "explosive bullets" // { // "attribute_class" "explosive_bullets" // "value" "1" // } } "visuals" { "sound_melee_miss" "Weapon_Crowbar.Miss" "sound_melee_hit" "Weapon_Bat.HitFlesh" "sound_melee_hit_world" "Weapon_Crowbar_HL1.HitWorld" "sound_burst" "Weapon_Crowbar.MissCrit" } } //----------------------------------- //----------------------------------- //--ALLCLASS SHOTGUN 2- 9026 - 9029-- // V5.3.1 Bleed removed, now fires a single powerful slug //----------------------------------- //----------------------------------- "9026" { "name" "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" "This weapon has fires a high damage slug round" "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" "0.7" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "6.7" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9027" { "name" "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" "This weapon has fires a high damage slug round" "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" "0.7" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "6.7" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9028" { "name" "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" "This weapon has fires a high damage slug round" "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" "0.7" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "6.7" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9029" { "name" "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" "This weapon has fires a high damage slug round" "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" "0.7" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "6.7" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.67" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_Defender.Single" "sound_burst" "Weapon_Defender.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--MEDIC MINI-CRIT - 9030-- //-------------------------- //-------------------------- "9030" { "name" "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" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.5" } "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" "0.187" // "0.16" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.1" } // "mod ammo per shot" // { // "attribute_class" "mod_ammo_per_shot" // "value" "2" // } } "visuals" { // "sound_empty" "Weapon_MiniGun.Reload" "sound_empty" "Weapon_SMG.ClipEmpty" "sound_single_shot" "Weapon_ClassicSyringeGun.Single" "sound_burst" "Weapon_ClassicSyringeGun.SingleCrit" // "sound_reload" "Weapon_Null" // "animation_replacement" // THIS IS A DOOZY. This section basically forcibly tells the game that, instead of using his Primary animations for spooling, remap them to the Secondary idle poses. // { //The Reload "Animations" // "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY" // } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------ //------------------------ //--ENGINEER TRANQ- 9031-- // V5.3.1 Slightly tweaked damage profile //------------------------ //------------------------ "9031" { "name" "T.R.A.N.Q" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Mauser Mutilator" // Still can't think of its acronym "item_type_name" "#TF_Weapon_Tranq" "item_description" "Fires tranquilizer darts For stopping a Heavy in their tracks and this here will make it slower for them." "item_logname" "military_pistol_tranq" "item_iconname" "military_pistol_tranq" "image_inventory" "backpack/weapons/w_models/w_military_pistol" "model_world" "models/weapons/w_models/w_military_pistol.mdl" "model_player" "models/weapons/v_models/v_military_pistol_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { // "mod max primary clip override" "-1" "override projectile type" "30" // Tranq Dart // "hidden secondary max ammo penalty" "0.2" } "attributes" { "tranq on hit" { "attribute_class" "mod_tranq_onhit" "value" "1.0" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.33" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.3" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "5" } // "custom projectile model" // { // "attribute_class" "custom_projectile_model" // "value" "models/weapons/w_models/w_drg_ball.mdl" // } } "visuals" { "sound_single_shot" "Weapon_Military_Pistol.Single" "sound_burst" "Weapon_Military_Pistol.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------- //------------------------------- //--PYRO PILOT FLAREGUN - 9032 -- // V5.3.1 Removed projectile arc and damage bonus //------------------------------- //------------------------------- "9032" { "name" "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" " Fires incendiary shells that explode on contact with any object This Firecannon is just built different." "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! // "hidden secondary max ammo penalty" "0.5" "min_viewmodel_offset" "10 0 -10" // Quick fix for the min. viewmodels bugging out! "special taunt" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.33" } "explosive bullets" { "attribute_class" "explosive_bullets" "value" "1" } "Set DamageType Ignite" { "attribute_class" "set_dmgtype_ignite" "value" "1" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "3" } // "damage bonus" // { // "attribute_class" "mult_dmg" // "value" "1.5" // } "blast radius decreased" { "attribute_class" "mult_explosion_radius" "value" "0.025" } "blast dmg to self increased" { "attribute_class" "blast_dmg_to_self" "value" "4" } "rocket limited lifetime" { "attribute_class" "rocket_lifetime" "value" "1.5" } "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" "1.0" // 10s } } "visuals" { "sound_single_shot" "Weapon_RPG_FC.Single" "sound_burst" "Weapon_RPG_FC.SingleCrit" "sound_special1" "Weapon_Detonator.Detonate" "sound_reload" "Weapon_FlareGun.WorldReload_Alt" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--THE DISPLACER - 9033-- // V5.1 Slight Nerf // V5.2 Buffed back lol, re-added the spread bonus and increased damage slightly //------------------------ //------------------------ "9033" { "name" "Displacer" "prefab" "weapon_scattergun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Displacer" "item_type_name" "Indivisible Particle Smasher" "item_description" "Fires lasers instead of bullets It's an overglorified flashlight capable of producing rapid pulses of hard light in sufficient quantity as to immolate, maim and otherwise incapacitate the Japanese." "item_logname" "scatter_laser" "item_iconname" "scatter_laser" "image_inventory" "backpack/weapons/w_models/w_scatter_laser" "model_world" "models/weapons/w_models/w_scatter_laser.mdl" "model_player" "models/weapons/v_models/v_scatter_laser_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { "override projectile type" "32" // Coilgun laser! "mod max primary clip override" "-1" "damage bonus hidden" "6.67" "hidden primary max ammo bonus" "0.05" "ragdolls become ash" "1" } "attributes" // The stats here are kinda weird, for now { "ragdolls become ash" { "attribute_class" "ragdolls_become_ash" "value" "1" } "energy weapon no ammo" { "attribute_class" "mod_ammo_per_shot" "value" "-1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "Projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "3" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } "damage penalty" { "attribute_class" "mult_repair_value" "value" "0.75" } "dmg penalty vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "0.2" } } "visuals" { "sound_single_shot" "Weapon_Pomson.Single" "sound_burst" "Weapon_Pomson.SingleCrit" // "sound_reload" "Weapon_Pomson.Reload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------- //--------------------- //--SWAT BATON - 9034-- //--------------------- //--------------------- "9034" { "name" "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" } "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" //e } //------------------------------- //------------------------------- //--METAL MACHINE PISTOL - 9035-- // V5.3.1 Mag size increased from 20 to 30, damage penalty raised, rate of fire increased //------------------------------- //------------------------------- "9035" { "name" "Scrap Sentinel" "prefab" "weapon_pistol" // Defined manually so Scout doesn't have it! "show_in_armory" "1" "baseitem" "1" "propername" "1" "item_name" "Scrap Sentinel" "item_type_name" "Machine Pistol" "item_description" "Default Clip: 30 Rounds Why do I have this when that one-hand tommy exists? The answer... more gun." "item_logname" "auto_pistol" "item_iconname" "auto_pistol" "image_inventory" "backpack/weapons/w_models/w_auto_pistol" "model_world" "models/weapons/w_models/w_auto_pistol.mdl" "model_player" "models/weapons/v_models/v_auto_pistol_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { // "mod max primary clip override" "-1" } "attributes" { "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2.5" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.30" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.35" } "mod use metal ammo type" // This attribute is a little weird. { "attribute_class" "mod_use_metal_ammo_type" "value" "1" } } "visuals" { "sound_single_shot" "Weapon_PistolFC.Single" "sound_burst" "Weapon_PistolFC.SingleCrit" "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //-------------------------- //-------------------------- //--ENGINEER ZAPPER - 9036-- // V5.2 Damage bonus removed //-------------------------- //-------------------------- "9036" { "name" "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" "Fires explosive lasers Alt-Fire: Charge up for more damage '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" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "1" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.25" } // "damage bonus" // { // "attribute_class" "mult_dmg" // "value" "1.33" // } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.66" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } } "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" "Silencer" "prefab" "weapon_scattergun" "show_in_armory" "1" "item_logname" "silencer" "item_iconname" "silencer" "item_type_name" "#TF_WEAPON_SCATTERGUN" "item_name" "Silencer" "item_description" "20% damage resistance on wearer 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" "0.70" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.90" } "damage bonus hidden" { "attribute_class" "mult_dmgtaken" "value" "0.8" } } "visuals" { "sound_single_shot" "Weapon_Silencer.Single" "sound_burst" "Weapon_Silencer.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------- //----------------------- //--BULKY PISTOL - 9038-- //----------------------- //----------------------- "9038" { "name" "Covert Contrarian" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Covert Contrarian" "item_type_name" "#TF_Weapon_Pistol" "item_description" "This weapon has no damage falloff Slow and steady now..." "item_logname" "suppressed_suppressor" "item_iconname" "suppressed_suppressor" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "image_inventory" "backpack/weapons/w_models/w_suppressed_suppressor" "model_world" "models/weapons/w_models/w_suppressed_suppressor.mdl" "model_player" "models/weapons/v_models/v_suppressed_suppressor_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } // "max health additive bonus" // { // "attribute_class" "add_maxhealth" // "value" "30" // } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.30" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.30" } "move speed penalty" { "attribute_class" "mult_player_movespeed" "value" "0.75" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.67" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2.40" } } "visuals" { "sound_single_shot" "Weapon_Suppressed_Pistol.Single" "sound_burst" "Weapon_Suppressed_Pistol.SingleCrit" "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--SUPPORT PDA - 9039---- // V5.1 Left as is, don't agree with Tangarine's 50% build speed nerf //------------------------ //------------------------ "9039" { "name" "Handy Partner" "prefab" "weapon_pda" "show_in_armory" "1" "item_name" "PDA: Handy Partner" "item_type_name" "#TF_Weapon_PDA_Engineer" "item_description" " Makes support buildings build faster and increases the Dispenser's range at the cost of reducing the Sentry's construction speed by 33%" "image_inventory" "backpack/weapons/w_models/w_handy_partner_pda" "model_world" "models/weapons/w_models/w_handy_partner_pda.mdl" "model_player" "models/weapons/v_models/v_handy_partner_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "engy dispenser radius increased" { "attribute_class" "mult_dispenser_radius" "value" "3.5" } "engineer dispenser build rate multiplier" { "attribute_class" "dispenser_build_rate_multiplier" "value" "4" } "engineer teleporter build rate multiplier" { "attribute_class" "teleporter_build_rate_multiplier" "value" "4" } "reload time increased hidden" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.67" } // "reload time increased hidden" // { // "attribute_class" "mult_maxammo_metal" // "value" "0.75" // } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } //----------------------------------- //----------------------------------- //--TEST PYRO FLAMETHROWER 2 - 9040-- // V5.3.1 Heal on afterburn removed //----------------------------------- //----------------------------------- "9040" { "name" "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" // A newer change for v2.0.0, this is one of the weapons that makes prominent use of so-called "procedural bones" to do some animation stuff in world view! It's really sorcery. "model_player" "models/weapons/v_models/v_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" // SORCERY!! Thanks to Yakibomb for this. Seriously, how the hell did I go without this!? "rocket limited lifetime" "0.5" // Rockets explode after about 0.45s, vaguely the range of where it usually went. // "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" "0.278" // Nerfs the damage to about 50-ish. Let's not make this Rocketlauncher-but-better! "crit mod disabled hidden" "0" // Only hidden since apparently it says this thing can't random crit. Weird but reasonable. } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.5" } "Set DamageType Ignite" // You know. This is a Pyro weapon. Of course it lights people on fire! { "attribute_class" "set_dmgtype_ignite" "value" "1" } "crit vs non burning players" { "attribute_class" "or_crit_vs_not_playercond" "value" "1" } "blast radius increased" { "attribute_class" "mult_explosion_radius" "value" "1.25" } "airblast disabled" // Display Only! Since this is a modified Rocket Launcher, it can't, well... airblast. { "attribute_class" "strange_restriction_type_1" "value" "1" } "maxammo primary reduced" { "attribute_class" "mult_reload_time" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dispenser_radius" "value" "0.5" } "projectile speed decreased" { "attribute_class" "mult_projectile_speed" "value" "0.8" } "weapon burn time reduced" { "attribute_class" "mult_wpn_burntime" "value" "0.5" // 5s should be... decent? } "custom projectile model" // Technique from the Cow Mangler! Makes it so they look like fireballs (again) { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_drg_ball.mdl" } // Backend stuff "voice pitch scale" // HACKY WORKAROUND. Sometimes, you can set a completely different attribute name to force different text to appear. Or not appear. { "attribute_class" "blast_dmg_to_self" "value" "0.65" } "damage force increase hidden" // And, if that one happens to be hidden... then it means you can hide otherwise unhidable info! { "attribute_class" "mult_dmgself_push_force" "value" "0.25" } } "visuals" { "sound_single_shot" "Weapon_RetroRPG.Single" "sound_burst" "Weapon_RetroRPG.SingleCrit" "sound_empty" "Weapon_DragonsFury.PressureBuildStop" "sound_reload" "Weapon_DragonsFury.PressureBuildStop" "sound_special1" "Weapon_Airstrike.Explosion" "animation_replacement" // These would be the Airblast animations, for visual consistency! { //The Attacking Animations "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_SECONDARYFIRE" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_SECONDARYFIRE" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARYFIRE" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------- //--------------------------- //--FRONTIER JUSTICE - 9041-- //--------------------------- //--------------------------- "9041" { "name" "Frontier Justice" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Frontier Justice" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon fires a high damage slug round Revenge is a dish best served cold... but the dish became lukewarm by the time it was served." "item_logname" "frontier_justice" "item_iconname" "frontier_justice2" "image_inventory" "backpack/weapons/c_models/c_frontierjustice/c_frontierjustice" "model_world" "models/weapons/w_models/w_frontierjustice.mdl" "model_player" "models/weapons/v_models/v_frontierjustice_engineer.mdl" // Has another draw animation. "extra_wearable" "models/player/items/engineer/engineer_cowboy_hat.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "engineer sentry build rate multiplier" { "attribute_class" "sentry_build_rate_multiplier" "value" "2.75" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "10" } // "damage penalty" // { // "attribute_class" "mult_repair_value" // "value" "0.9" // } "sentry shoots projectile" { "attribute_class" "set_sentry_projectile" "value" "1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } "custom projectile model" // ...? I have no idea if this even works. { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_nail.mdl" } "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } } "visuals" { "player_bodygroups" { "hat" "1" } "sound_single_shot" "Weapon_FrontierJustice.Single" "sound_burst" "Weapon_FrontierJustice.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--ROBRO GHOST - 9042-- // V5.3.1 Reduced health regen from 4hp/s to 3hp/s //---------------------- //---------------------- "9042" { "name" "Revitalized Robro" "prefab" "weapon_armor" "baseitem" "1" "show_in_armory" "1" "item_class" "tf_wearable" "item_type_name" "Robot" "item_name" "Revitalized Robro" "item_description" "This robot's aura absorbs 20% of damage taken Beep-Boop-Beep 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" "soldier" "secondary" "pyro" "secondary" "demoman" "secondary" "heavy" "secondary" "engineer" "secondary" "medic" "primary" "sniper" "secondary" "spy" "primary" } "act_as_wearable" "1" "attributes" { "health regen" { "attribute_class" "add_health_regen" "value" "3" } "damage bonus hidden" { "attribute_class" "mult_dmgtaken" "value" "0.8" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.75" } "allowed in medieval mode" { "attribute_class" "allowed_in_medieval_mode" "value" "1" } } "mouse_pressed_sound" "#weapons/sentry_finish.wav" "drop_sound" "#weapons/sentry_upgrading7.wav" } //--------------------------- //--------------------------- //--SUPPORT SHOTGUN - 9043-- //--------------------------- //--------------------------- "9043" { "name" "Shock Shot" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Shock Shot" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has no damage falloff This'll shock them like a mule!" "item_logname" "morgan" "item_iconname" "morgan" "image_inventory" "backpack/weapons/w_models/w_morgan" "model_world" "models/weapons/w_models/w_morgan.mdl" "model_player" "models/weapons/v_models/v_morgan_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "ragdolls become ash" "1" "no damage falloff over distance" "1" } "attributes" // The stats here are kinda weird, for now { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "mark for death" { "attribute_class" "mark_for_death" "value" "1" } "add condition on hit" { "attribute_class" "add_onhit_addcond" "value" "30 5" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.55" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.15" } } "visuals" { "sound_single_shot" "Weapon_Morgan.Single" "sound_burst" "Weapon_Morgan.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //------------------------------ //------------------------------ //--GUN SPY HAND CANNON - 9044-- //------------------------------ //------------------------------ "9044" { "name" "Combat Pragmatist" "prefab" "weapon_revolver" "baseitem" "1" "show_in_armory" "1" "item_logname" "linfiltre" "item_iconname" "linfiltre" "item_type_name" "#TF_Weapon_Revolver" "item_name" "Combat Pragmatist" "item_description" " The reasonable thing to do when SHTF." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_linfiltre" "model_world" "models/weapons/w_models/w_linfiltre.mdl" "model_player" "models/weapons/v_models/v_linfiltre_spy.mdl" "attach_to_hands" "2" "used_by_classes" { "spy" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } // "damage penalty" // { // "attribute_class" "mult_dmg" // "value" "0.9" // } "cloak consume rate increased" { "attribute_class" "mult_cloak_meter_consume_rate" "value" "10" } "lose cloak on damage" { "attribute_class" "lose_cloak_on_damage" "value" "150" } } "visuals" { "sound_single_shot" "Weapon_HandCannon.Single" "sound_burst" "Weapon_HandCannon.SingleCrit" } } //--------------------- //--------------------- //--ASTRAL BOW - 9045-- //--------------------- //--------------------- "9045" { "name" "TF_WEAPON_SPACE_BOW" "prefab" "valve weapon_huntsman" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Monarch" "item_type_name" "#TF_Weapon_CompoundBow" "item_description" " It isn't poison, these arrows just cause tetanus mate." "anim_slot" "item2" "item_logname" "space_bow" "item_iconname" "space_bow" "image_inventory" "backpack/weapons/w_models/w_astral_assassin" "model_world" "models/weapons/w_models/w_astral_assassin.mdl" "model_player" "models/weapons/v_models/v_astral_assassin_sniper.mdl" "flip_viewmodel" "0" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "override projectile type" "30" "no damage falloff over distance" "1" "allowed in medieval mode" "1" } "attributes" { "bleeding duration" { "attribute_class" "bleeding_duration" "value" "2" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.25" } "move speed bonus" { "attribute_class" "mult_player_movespeed" "value" "1.15" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.75" } "sniper no headshots" { "attribute_class" "set_weapon_mode" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_astral_arrow.mdl" } } "visuals" { "sound_single_shot" "Weapon_AstralAssassin.Single" "sound_burst" "Weapon_AstralAssassin.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //---------------------------------- //---------------------------------- //--SCOUT SLUG SCATTERGUN 2 - 9046-- //---------------------------------- //---------------------------------- "9046" { "name" "Twin-Barrel Tempest" "prefab" "weapon_scattergun" "show_in_armory" "1" "propername" "1" "item_name" "Twin-Barrel Tempest" "item_type_name" "Break-Action Scattergun" "item_description" "This weapon fires a high damage slug round Heh strangely enough, it doesn't come with a scope which is kinda a bummer though." "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" { "reload time increased hidden" "2.8666" // The Shotgun's first reload is fast. We slow it down, way down, to match The Shortstop's reload time. } "attributes" { "provide on active" // To prevent some weirdness when reloading your pistols? { "attribute_class" "provide_on_active" "value" "1" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.1" } // "damage penalty" // { // "attribute_class" "mult_repair_value" // "value" "0.8" // } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "8" } "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" } } "visuals" // This is just for consistency! { "sound_single_shot" "Weapon_Tempest.Single" "sound_burst" "Weapon_Tempest.SingleCrit" "sound_reload" "Weapon_DoubleBarrel.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--SOLDIER CHINA LAKE - 9047-- // V5.3.1 Firerate bonus removed, 20% damage penalty applied //----------------------------- //----------------------------- "9047" { "name" "TF_WEAPON_LAKESIDE_PRIDE" "prefab" "weapon_shotgun" "baseitem" "1" "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, And that doesn't include any drunken sissies!" "propername" "1" "item_slot" "primary" "anim_slot" "secondary" "image_inventory" "backpack/weapons/w_models/w_lakeshot" "model_world" "models/weapons/w_models/w_lakeshot.mdl" "model_player" "models/weapons/v_models/v_lakeshot_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "primary" } "static_attrs" { "class select override vcd" "taunt02_v1" } "attributes" { "rocket gravity" { "attribute_class" "mod_rocket_gravity" "value" "0.25" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.67" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.45" } "Reload time decreased" { "attribute_class" "mult_reload_time" "value" "0.85" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "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" "1.33" } "flame size penalty" // Increases the range to the side of the flames slightly { "attribute_class" "mult_flame_size" "value" "0.67" } "weapon burn time decreased" { "attribute_class" "mult_wpn_burntime" "value" "0.5" } "airblast cost increased" { "attribute_class" "mult_airblast_cost" "value" "2.5" } } "visuals" { "sound_single_shot" "Weapon_FireHose.FireStart" "sound_special1" "Weapon_FireHose.FireLoop" "sound_burst" "Weapon_FireHose.FireLoopCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------------- //----------------------------------- //--BIRDSHOT SHOTGUN -9049 -- //----------------------------------- //----------------------------------- "9049" { "name" "TF_WEAPON_BIRDSHOT_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "VogelJager" // If you translate the name in english it means Bird Hunter which is the opposite of medic's interest in his pet Archimedes :p "item_type_name" "#TF_Weapon_Shotgun" "item_description" " Hmmm it seems here that you have lead poising on you're chest - Let me make zhat worse for you!" "item_logname" "birdshot_medic" "item_iconname" "defender" "image_inventory" "backpack/weapons/w_models/w_shell_shock" "model_world" "models/weapons/w_models/w_shell_shock.mdl" "model_player" "models/weapons/v_models/v_shell_shock_medic.mdl" "attach_to_hands" "2" "used_by_classes" { "medic" "1" } "attributes" { "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.8" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.44" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.75" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-15" } } "visuals" { "sound_single_shot" "Weapon_ShellShock.Single" "sound_burst" "Weapon_ShellShock.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------- //---------------- //--SCOUT MACHINE PISTOL - 9050-- //---------------- //---------------- "9050" { "name" "TF_WEAPON_MACHINEPISTOL" "prefab" "weapon_pistol" "show_in_armory" "1" "propername" "1" "item_name" "Speed Sweeper" "item_type_name" "Machine Pistol" "item_description" " Ey Knucklehead, In a blink of an eye you'll be seein' red if you don't dodge this!" "item_logname" "speed_sweeper_scout" "item_iconname" "pistol" "image_inventory" "backpack/weapons/w_models/w_speed_sweeper" "model_world" "models/weapons/w_models/w_speed_sweeper.mdl" "model_player" "models/weapons/v_models/v_speed_sweeper_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.70" } "clip size bonus" // 40 { "attribute_class" "mult_clipsize" "value" "1.7" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.9" } "damage penalty" // 9 { "attribute_class" "mult_dmg" "value" "0.6" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } } "visuals" { "sound_single_shot" "Weapon_SpeedSweeper.Single" "sound_burst" "Weapon_SpeedSweeper.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN SOLDIER- 9051------ //----------------------------- //----------------------------- "9051" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " Listen here maggot, if you dare step on my capture point - You will be exterminated!, got that creampuff?" "item_logname" "long_shotgun_soldier" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN PYRO- 9052------ //----------------------------- //----------------------------- "9052" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" "" "item_logname" "long_shotgun_pyro" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_pyro.mdl" "attach_to_hands" "2" "used_by_classes" { "pyro" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN ENGINEER- 9053------ //----------------------------- //----------------------------- "9053" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " Boy, This here gun was made by texans for the texans and there's no denying that" "item_logname" "long_shotgun_engineer" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--LONG-SHOTGUN HEAVY- 9054------ //----------------------------- //----------------------------- "9054" { "name" "TF_WEAPON_LONG_SHOTGUN" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Extended Exterminator" "item_type_name" "Full-Length Shotgun" "item_description" " You call you're tiny baby shotgun a shotgun? PFFFFT - Heavy show you how shotgun should look like!" "item_logname" "long_shotgun_heavy" "item_iconname" "shotgun" "image_inventory" "backpack/weapons/w_models/w_long_shotgun" "model_world" "models/weapons/w_models/w_long_shotgun.mdl" "model_player" "models/weapons/v_models/v_long_shotgun_heavy.mdl" "attach_to_hands" "2" "used_by_classes" { "heavy" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.70" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.25" } "deploy time increased" { "attribute_class" "mult_single_wep_deploy_time" "value" "1.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.34" } } "visuals" { "sound_single_shot" "Weapon_LongShotgun.Single" "sound_burst" "Weapon_LongShotgun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //----------------------------- //----------------------------- //--ENGINEER SLUG SCATTERGUN- 9055------ //----------------------------- //----------------------------- "9055" { "name" "TF_WEAPON_SLUG_SHOTGUN_ENGINEER" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" "propername" "1" "item_name" "Twin-Barrel Tempest" "item_type_name" "Break-Action Scattergun" "item_description" "This weapon fires a high damage slug round I just got a bigger one than that city boy's conversion - sure wouldn't mind teasing him one of these heheheheh!" "item_logname" "long_tempest" "item_iconname" "tempest" "image_inventory" "backpack/weapons/w_models/w_long_tempest" "model_world" "models/weapons/w_models/w_long_tempest.mdl" "model_player" "models/weapons/v_models/v_long_tempest_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.10" } "damage bonus" { "attribute_class" "mult_dmg" "value" "1.12" } "reload time increased hidden" { "attribute_class" "mult_reload_time" "value" "2.35" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.34" } "scattergun no reload single" { "attribute_class" "set_scattergun_no_reload_single" "value" "1" } } "visuals" { "sound_empty" "Weapon_Null" // Since it happens often "sound_single_shot" "Weapon_LongTempest.Single" "sound_burst" "Weapon_LongTempest.SingleCrit" "sound_reload" "Weapon_SuperShotGun.WorldReload" "sound_special1" "Weapon_Null" // Test, might remove if people don't like it "animation_replacement" { //The Attacking Animations "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" // BEEFY fire animations! "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" } } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--LEVER RIFLE SNIPER - 9056-- //-------------------------- //-------------------------- "9056" // The idea with this weapon was to make a "support" Sniper Rifle - where instead of picking off key targets, Sniper "marks" key targets for nearby teammates to go after. The most experimental of the bunch, so this might change in the future. { "name" "TF_WEAPON_CANBERRA_CARBINE" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "propername" "1" "item_name" "Canberra Carbine" "item_type_name" "Lever-Action Rifle" "item_description" " Sometimes - you oughta wanna go for the good ol' lever rifles in some situations ey mate?, can't really seam to spin flip the lever on the bugger though..." "item_logname" "lever_carbine" "item_iconname" "wa2k_marker" "image_inventory" "backpack/weapons/w_models/w_canberra_carbine" "model_world" "models/weapons/w_models/w_canberra_carbine.mdl" "model_player" "models/weapons/v_models/v_canberra_carbine_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "3" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "damage penalty" // DISPLAY ONLY, since the Hunting Rifle is a bit buggy for my purposes. { "attribute_class" "mult_dmg" "value" "0.6" } } "visuals" { "sound_single_shot" "Weapon_Canberra.Single" "sound_burst" "Weapon_Canberra.SingleCrit" "sound_reload" "Weapon_SniperRifle.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--ENGINEER AA12 - 9057--- //---------------------- //---------------------- "9057" { "name" "TF_WEAPON_AA12_REPEATER" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" // So it ejects Shotgun shells and generally acts like a Shotgun. "show_in_armory" "1" "item_slot" "primary" "anim_slot" "primary" "propername" "1" "item_name" "Russian Repeater" "item_type_name" "Auto-Shotgun" "item_description" " This gun may not be a texan's gun of choice - But it certainly get's my approval!" "item_logname" "aa12_repeater" "item_iconname" "aa12_repeater" "image_inventory" "backpack/weapons/w_models/w_aa12_repeater" "model_world" "models/weapons/w_models/w_aa12_repeater.mdl" "model_player" "models/weapons/v_models/v_aa12_repeater_engineer.mdl" // It can't reload currently. "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "static_attrs" { "mod max primary clip override" "-1" "hidden primary max ammo bonus" "1.28" // Increases ammo capacity from 32 to 45 "class select override vcd" "taunt02" // Same deal as the HMG! } "attributes" { "mod no reload DISPLAY ONLY" // This is merging the hide-weapon trick with a display-only attribute! { "attribute_class" "mod max primary clip override" "value" "-1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.7" } "bullets per shot bonus" { "attribute_class" "mult_bullets_per_shot" "value" "1.1" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.5" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-25" } "maxammo secondary reduced" // Since this is a primary shotgun, but doesn't share the Shotgun's ammo pool, this "cuts into" the Shotgun's ammo a bit by decreasing it. { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_AA12_Repeater.Single" "sound_burst" "Weapon_AA12_Repeater.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------- //---------------------- //--KRISS VECTOR - 9058--- //---------------------- //---------------------- "9058" { "name" "TF_WEAPON_KRISS_VECTOR" "prefab" "weapon_smg" "show_in_armory" "1" "propername" "1" "item_name" "Kriss Kutter" "item_type_name" "#TF_Weapon_SMG" "item_description" " 'This is just gettin' started'" "item_logname" "kriss_vector" "item_iconname" "smg" "image_inventory" "backpack/weapons/c_models/c_viper/c_viper" "model_world" "models/weapons/w_models/w_vector.mdl" "model_player" "models/weapons/v_models/v_vector_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.85" } "clip size bonus" // 40 { "attribute_class" "mult_clipsize" "value" "1.6" } "maxammo secondary increased" { "attribute_class" "mult_maxammo_secondary" "value" "1.6" } "damage penalty" // 9 { "attribute_class" "mult_dmg" "value" "0.83" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2.25" } } "visuals" { "sound_single_shot" "Weapon_Vector.Single" "sound_burst" "Weapon_Vector.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //--------------------- //--------------------- //--M14 SNIPER - 9059-- // V5.3.1 Damage penalty changed (15 to 20%) and +25hp added, 10% headshot multiplier added //--------------------- //--------------------- "9059" { "name" "Third Mate" "prefab" "weapon_shotgun" "show_in_armory" "1" "item_slot" "primary" // "anim_slot" "secondary" "item_class" "tf_weapon_hunterrifle" "propername" "1" "item_name" "Third Mate" "item_type_name" "Battle Rifle...?" "item_description" " First mate and second mate wouldn't do, so I finally broke out the third one." "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" } "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "25" } "maxammo primary increased" { "attribute_class" "mult_maxammo_primary" "value" "1.875" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.25" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "1.665" // 10 } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "voice pitch scale" { "attribute_class" "headshot_damage_modify" "value" "1.1" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "animation_replacement" { "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED" "ACT_MP_ATTACK_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_STAND_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_CROUCH_PRIMARY_DEPLOYED_ALT" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED" "ACT_MP_RELOAD_SWIM_PRIMARY_DEPLOYED_ALT" "ACT_MP_ATTACK_STAND_PRIMARY" "ACT_MP_ATTACK_STAND_PRIMARY_ALT" "ACT_MP_ATTACK_CROUCH_PRIMARY" "ACT_MP_ATTACK_CROUCH_PRIMARY_ALT" "ACT_MP_ATTACK_SWIM_PRIMARY" "ACT_MP_ATTACK_SWIM_PRIMARY_ALT" "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_SECONDARY" } "sound_single_shot" "Weapon_Snuboteur.Single" "sound_burst" "Weapon_Snuboteur.SingleCrit" "sound_reload" "Weapon_SMG.worldreload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------- //---------------------------- //--PROTOTYPE SHOTGUN - 9060-- //---------------------------- //---------------------------- "9060" { "name" "Shell Shocker" "prefab" "weapon_shotgun" "show_in_armory" "1" // "item_slot" "primary" // "anim_slot" "secondary" "item_slot" "secondary" // "item_class" "tf_weapon_scattergun" "propername" "1" "item_name" "Shell Shocker" "item_type_name" "#TF_Weapon_Shotgun" "item_description" "This weapon has limited range This weapon fires a high damage slug round Turns out loading explosives into a shotgun wasn't a bad idea." "item_logname" "prototype_shotgun" "item_iconname" "prototype_shotgun" "image_inventory" "backpack/weapons/w_models/w_prototype_shotgun" "model_world" "models/weapons/w_models/w_prototype_shotgun.mdl" "model_player" "models/weapons/v_models/v_prototype_shotgun_soldier.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "static_attrs" { "class select override vcd" "taunt02_v1" // Both taunt variants have voice lines, so I just chose the one with the more fitting line } "attributes" { "explosive bullets" { "attribute_class" "explosive_bullets" // The main crux! However, blast jumping is a little strange with this weapon.. "value" "1" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "2" } "Projectile range decreased" { "attribute_class" "mult_projectile_range" "value" "0.10" } // Backend stuff "reload time increased hidden" { "attribute_class" "mult_bullets_per_shot" "value" "0.1" } "voice pitch scale" { "attribute_class" "mult_dmg" "value" "10" } } "visuals" { "sound_single_shot" "Weapon_ProtoShot.Single" "sound_burst" "Weapon_ProtoShot.SingleCrit" "sound_reload" "Weapon_Shotgun.Reload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //--------------------------------- //--------------------------------- //--BLEED GRENADE LAUNCHER - 9061-- // V5.1 Nerfed, for good reason, this thing was busted //--------------------------------- //--------------------------------- "9061" { "name" "TF_WEAPON_BLEED_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" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "4" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } // Backend stuff "voice pitch scale" { "attribute_class" "blast_dmg_to_self" "value" "1.5" } "custom projectile model" { "attribute_class" "custom_projectile_model" "value" "models/weapons/w_models/w_artillery_grenade_demo.mdl" } } "visuals" { "sound_single_shot" "Weapon_Howitzer.Single" "sound_burst" "Weapon_Howitzer.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------------- //-------------------------------- //--HOTLINE MIAMI MACHETE - 9062-- //-------------------------------- //-------------------------------- "9062" { "name" "Massachusetts Marauder" "prefab" "weapon_bat" "show_in_armory" "1" "item_logname" "scout_machete" "item_iconname" "scout_machete" // "item_quality" "vintage" "propername" "1" "item_name" "Massachusetts Marauder" "item_type_name" "Machete" "image_inventory" "backpack/weapons/w_models/w_scout_machete" "item_description" "This weapon has increased range Why yes, I do like hurting chuckheads." "model_world" "models/weapons/w_models/w_scout_machete.mdl" "model_player" "models/weapons/v_models/v_scout_machete.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "1" } "static_attrs" { // "fire rate penalty hidden" "1.6" "melee range multiplier" "1.7" "melee bounds multiplier" "1.55" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "3" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.6" } "dmg taken increased" { "attribute_class" "mult_dmgtaken" "value" "1.5" } "mark self on miss" { "attribute_class" "self_mark_for_death_on_miss" "value" "3.0" } } "visuals" { "sound_melee_miss" "Weapon_Knife.Miss" "sound_melee_hit" "Weapon_Club.HitFlesh" "sound_melee_hit_world" "Weapon_Club.HitWorld" "sound_burst" "Weapon_Knife.MissCrit" } } //------------------------- //------------------------- //--SOVIET SWEEPER - 9063-- // V5.3.1 Removed damage penalty //------------------------- //------------------------- "9063" { "name" "Soviet Sweeper" "prefab" "weapon_shotgun" "item_class" "tf_weapon_scattergun" // So it ejects Shotgun shells and generally acts like a Shotgun. "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" "propername" "1" "item_name" "Soviet Sweeper" "item_type_name" "Auto-Shotgun" "item_description" " This ain't your ordinary street sweeper." "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" "2" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.8" } "spread penalty" { "attribute_class" "mult_spread_scale" "value" "1.25" } "max health additive penalty" { "attribute_class" "add_maxhealth" "value" "-50" } "maxammo secondary reduced" // Since this is a primary shotgun, but doesn't share the Shotgun's ammo pool, this "cuts into" the Shotgun's ammo a bit by decreasing it. { "attribute_class" "mult_maxammo_secondary" "value" "0.75" } } "visuals" { "sound_single_shot" "Weapon_AA12_Repeater.Single" "sound_burst" "Weapon_AA12_Repeater.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //-------------------------- //-------------------------- //--ENGINEER MAC 10 - 9064-- // V5.2 Upped mag size to match with scouts // V5.3.1 Reduced damage output (25% penalty instead of 15%), removed draw speed bonus //-------------------------- //-------------------------- "9064" { "name" "Malicious Mac" "item_class" "tf_weapon_pistol" "show_in_armory" "1" "item_slot" "secondary" "anim_slot" "secondary" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Malicious Mac" "item_type_name" "#TF_Weapon_SMG" "item_description" " You know I have than darn thing on me. And it's darn better than that city boys one." "item_logname" "mac_smg" "item_iconname" "mac_smg" "image_inventory" "backpack/weapons/w_models/w_mac_smg" "model_world" "models/weapons/w_models/w_mac_smg.mdl" "model_player" "models/weapons/v_models/v_mac_smg_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.5" } "clip size bonus" { "attribute_class" "mult_clipsize" "value" "2.0" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.8" } "Reload time increased" { "attribute_class" "mult_reload_time" "value" "1.15" } } "visuals" { "sound_single_shot" "Weapon_SMG_DM.Single" "sound_burst" "Weapon_SMG_DM.SingleCrit" "sound_reload" "Weapon_Pistol.WorldReload" "muzzle_flash" "muzzle_scattergun" // A little-used feature even in live TF2 - you can set custom Muzzle and Tracer effects. "tracer_effect" "bullet_scattergun_tracer01" // It's strict, though, so don't expect much out of these. } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------------- //------------------------------- //--GYROJET PISTOL- 9065 - 9066-- //------------------------------- //------------------------------- "9065" { "name" "Jetsetter" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "item_logname" "gyrojet" "item_iconname" "gyrojet" // "item_type_name" "Hand Cannon" // "item_type_name" "...Rocket Launcher?" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Jetsetter" "item_description" "This weapon has no damage falloff Now that is a hand cannon." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_gyrojet" "model_world" "models/weapons/w_models/w_gyrojet.mdl" "model_player" "models/weapons/v_models/v_gyrojet_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "secondary" } "model_player_per_class" { "scout" "models/weapons/v_models/v_gyrojet_scout.mdl" "engineer" "models/weapons/v_models/v_gyrojet_engineer.mdl" } // "static_attrs" // { // "damage bonus hidden" "2.66" // "clip size penalty hidden" "0.6" // "fire rate penalty hidden" "3.55" // "hidden secondary max ammo penalty" "0.18" // } "attributes" { "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "4" } } "visuals" // This is just for consistency! { // "animation_replacement" // { // "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" // "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" // "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" // } "sound_single_shot" "Weapon_Gyrojet.Single" "sound_burst" "Weapon_Gyrojet.SingleCrit" } } "9066" { "name" "Jetsetter" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "item_logname" "gyrojet" "item_iconname" "gyrojet" // "item_type_name" "Hand Cannon" // "item_type_name" "...Rocket Launcher?" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Jetsetter" "item_description" "This weapon has no damage falloff A prototype that was lost in Fawkes' desk. Rather than inert bullets, Gyrojets fire small rockets called Microjets which have little recoil." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_gyrojet" "model_world" "models/weapons/w_models/w_gyrojet.mdl" "model_player" "models/weapons/v_models/v_gyrojet_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "secondary" } // "static_attrs" // { // "damage bonus hidden" "2.66" // "clip size penalty hidden" "0.6" // "fire rate penalty hidden" "3.55" // "hidden secondary max ammo penalty" "0.18" // } "attributes" { "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.25" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.5" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "4" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.18" } } "visuals" // This is just for consistency! { // "animation_replacement" // { // "ACT_MP_ATTACK_STAND_SECONDARY" "ACT_MP_ATTACK_STAND_PRIMARY" // "ACT_MP_ATTACK_CROUCH_SECONDARY" "ACT_MP_ATTACK_CROUCH_PRIMARY" // "ACT_MP_ATTACK_SWIM_SECONDARY" "ACT_MP_ATTACK_SWIM_PRIMARY" // } "sound_single_shot" "Weapon_Gyrojet.Single" "sound_burst" "Weapon_Gyrojet.SingleCrit" } } //--------------------- //--------------------- //--HALO MAGNUM- 9067-- //--------------------- //--------------------- "9067" { "name" "Forerunner" "prefab" "weapon_pistol" "baseitem" "1" "show_in_armory" "1" "item_logname" "m6g" "item_iconname" "m6g" "item_type_name" "#TF_Weapon_Pistol" "item_name" "Forerunner" "item_description" " You needed a weapon and now you have it." "propername" "1" "image_inventory" "backpack/weapons/w_models/w_m6g" "model_world" "models/weapons/w_models/w_m6g.mdl" "model_player" "models/weapons/v_models/v_m6g_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "scout" "secondary" } "attributes" { "damage bonus" { "attribute_class" "mult_dmg" "value" "2.33" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.75" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.5" } "maxammo primary reduced" { "attribute_class" "mult_maxammo_primary" "value" "0.1" } } "visuals" { "sound_single_shot" "Weapon_M6G.Single" "sound_burst" "Weapon_M6G.SingleCrit" } } //------------------------------------- //------------------------------------- //--FINAL COMBAT NEEDLER - 9068-- // V5.1 Reworked, actually usable now // V5.3.1 Removed from scout and given to soldier //------------------------------------- //------------------------------------- "9068" { "name" "Heavy Nail Gun" // "prefab" "weapon_nailgun" "item_class" "tf_weapon_nailgun" "show_in_armory" "1" "item_slot" "primary" "anim_slot" "secondary" // "item_quality" "rarity2" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "propername" "1" "item_name" "Heavy Nail Gun" "item_type_name" "#TF_Weapon_Nailgun" "item_description" " Oh come on, who botches a marksman rifle that badly?" "item_logname" "nailgun" "item_iconname" "nailgun" "image_inventory" "backpack/weapons/w_models/w_soviet_souvenir" "model_world" "models/weapons/w_models/w_soviet_souvenir.mdl" "model_player" "models/weapons/v_models/v_soviet_souvenir_scout.mdl" "attach_to_hands" "2" "used_by_classes" { "soldier" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "1.5" } "damage bonus" { "attribute_class" "mult_dmg" "value" "2.5" } "projectile speed increased" { "attribute_class" "mult_projectile_speed" "value" "1.2" } "weapon spread bonus" { "attribute_class" "mult_spread_scale" "value" "0.5" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.8" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "2" } } "visuals" { // "animation_replacement" // { // "ACT_MP_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_ITEM2" // "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_ITEM2" // "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_ITEM2" // } "sound_single_shot" "Weapon_TommyGun.Single" "sound_burst" "Weapon_TommyGun.SingleCrit" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } //---------------------------------------- //---------------------------------------- //--DIGGER DOWN UNDER SET - 9069 - 9070 -- //---------------------------------------- //---------------------------------------- "9069" { "name" "TF_WEAPON_MATILDA" "prefab" "weapon_sniperrifle" "show_in_armory" "1" "item_class" "tf_weapon_hunterrifle" "propername" "0" "item_name" "Miss Matilda" "item_type_name" "#TF_Weapon_SniperRifle" "item_description" " Sometimes, the rough-types can't do it themselves." "item_logname" "auto_matilda" "item_iconname" "auto_matilda" "image_inventory" "backpack/weapons/w_models/w_auto_matilda" "model_world" "models/weapons/w_models/w_auto_matilda.mdl" "model_player" "models/weapons/v_models/v_auto_matilda_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "static_attrs" { "class select override vcd" "class_select_revrifle" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "no damage falloff over distance" { "attribute_class" "mod_no_dmg_falloff" "value" "1" } "no scope" { "attribute_class" "mod_no_scope" "value" "1" } "fire rate bonus" { "attribute_class" "mult_postfiredelay" "value" "0.45" } "bleeding duration" { "attribute_class" "bleeding_duration" "value" "2" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.9" } "clip size penalty" { "attribute_class" "mult_clipsize" "value" "0.66" } } "visuals" { "animation_replacement" { "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_RELOAD_STAND_PRIMARY" "ACT_MP_RELOAD_STAND_SECONDARY" "ACT_MP_RELOAD_CROUCH_PRIMARY" "ACT_MP_RELOAD_CROUCH_SECONDARY" "ACT_MP_RELOAD_SWIM_PRIMARY" "ACT_MP_RELOAD_SWIM_SECONDARY" } "sound_single_shot" "Weapon_AWS.Single" "sound_burst" "Weapon_AWS.SingleCrit" "sound_reload" "Weapon_SMG.WorldReload" } "mouse_pressed_sound" "#ui/item_heavy_gun_pickup.wav" "drop_sound" "#ui/item_heavy_gun_drop.wav" } "9070" { "name" "Hamilton Hellraiser" "prefab" "weapon_smg" "show_in_armory" "1" "item_slot" "secondary" "propername" "1" "item_name" "Hamilton Hellraiser" "item_type_name" "#TF_Weapon_SMG" "item_description" " 'I'm runnin' outta places to put holes in ya.'" "item_logname" "hellraiser" "item_iconname" "hellraiser" "image_inventory" "backpack/weapons/w_models/w_hellraiser" "model_world" "models/weapons/w_models/w_hellraiser.mdl" "model_player" "models/weapons/v_models/v_hellraiser_sniper.mdl" "attach_to_hands" "2" "used_by_classes" { "sniper" "1" } "attributes" { "provide on active" { "attribute_class" "provide_on_active" "value" "1" } "single wep deploy time decreased" { "attribute_class" "mult_single_wep_deploy_time" "value" "0.75" } "crit vs bleeding players" { "attribute_class" "crit_vs_bleeding_players" "value" "1" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.85" } "fire rate penalty" { "attribute_class" "mult_postfiredelay" "value" "1.25" } "maxammo secondary reduced" { "attribute_class" "mult_maxammo_secondary" "value" "0.67" } "crit mod disabled" { "attribute_class" "mult_crit_chance" "value" "0" } } "visuals" { "sound_single_shot" "Weapon_Tommy.Single" "sound_burst" "Weapon_Tommy.SingleCrit" } "mouse_pressed_sound" "#ui/item_light_gun_pickup.wav" "drop_sound" "#ui/item_light_gun_drop.wav" } //------------------------ //------------------------ //--SUPPORT PDA - 9071--- // V5.3.1 HP boost reduced from 75 to 50 //------------------------ //------------------------ "9071" { "name" "Brawn Over Brain" "prefab" "weapon_pda" "show_in_armory" "1" "item_name" "PDA: Brawn Over Brain" "item_type_name" "#TF_Weapon_PDA_Engineer" // "item_quality" "rarity2" "item_description" " Slows down the construction speed of all buildings by 50% and increases their metal cost by 50 metal." "image_inventory" "backpack/weapons/w_models/w_handy_partner_pda" "model_world" "models/weapons/w_models/w_handy_partner_pda.mdl" "model_player" "models/weapons/v_models/v_handy_partner_pda_engineer.mdl" "attach_to_hands" "2" "used_by_classes" { "engineer" "1" } "attributes" { "max health additive bonus" { "attribute_class" "add_maxhealth" "value" "50" } // Backend Stuff "reload time increased hidden" { "attribute_class" "sentry_build_rate_multiplier" "value" "0.5" } "reload time increased hidden" { "attribute_class" "dispenser_build_rate_multiplier" "value" "0.6" } "damage bonus hidden" { "attribute_class" "teleporter_build_rate_multiplier" "value" "0.6" } "centerfire projectile" // The centerfire attribute shines here, over the AA Gun. { "attribute_class" "building_cost_reduction" "value" "50" } } "mouse_pressed_sound" "#ui/item_metal_weapon_pickup.wav" "drop_sound" "#ui/item_metal_weapon_drop.wav" } } }