Team Fortress 2

Team Fortress 2

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How do values interact with attributes?
Orinuse 님과 1명의 기여자가 작성
If you're here, you probably already realise TF2 (item-based) attributes just blows your head off, and you hope this guide resolves that. I think you already get the gist.
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Introduction
Is ("damage bonus" 0.20) = "+20% damage bonus"? Is ("fire rate penalty" -9.0) = "-90% fire rate penalty"? If you answered YES to either, you may need to reunderstand the nuances of attribute-values!

All attributes interpret given values according to what they expect the value type to be, which is unknown when without the data of the attributes. This list of item attributes hosted on the TF2-wiki summarises the relevant attribute data from "scripts/items_games.txt". Click on a table header, like "Name", to re-sort the table's order.

Now, a disclaimer to this guide:
  1. This is not a comprehensive list of every single valid value-type.r
  2. Attributes can function identically even if their names or game-description is different, such as the "damage bonus" and "damage penalty" pair. Item attributes obtain their code-functionality from their "attribute class", the rest are distinct settings.

I hope there won't be more confusions, but if you do, give this guide a comment.
additive
If you put 1, the value will be 1. It's usually used for attributes that use 1 or 0 as "True" or "False".
percentage
As the name implies, it uses percentage, so 0.01 goes to 1% in-game.

If you give a bot's Bat "damage penalty" 1.5, it would appear as "-+50% damage penalty" in-game. If the Bat instead is given "damage bonus" 0.5, it would appear as "-50% damage bonus" in-game.
inverted_percentage
This attribute works like percentage but works the opposite. I'll use "fire rate bonus" and "fire rate penalty" for examples, even though they work the same and the only difference is the text.

Expect 0.4 in "fire rate bonus" to be "-60% fire rate bonus" (fires 60% faster) and 1.6 in "fire rate penalty" to be "+60% fire rate penalty" (fires 60% slower).
additive_percentage
A strange attribute value type, but also among the least used ones. There are one of two ways an attribute interprets a given value:
  • 1 equals to 1%
    • Example: "charge meter on hit" 25
  • 1 equals to 100%
    • Example: "ammo regen" 0.75

There is no pattern for which method will an attribute use! No need to trouble yourself with a value type that's used across 11 uncommonly-seen attributes, I've already done it for you.

The following table that condenses these data:
    • Name of all attributes that use this class.
    • Their method of value interpretation.
Attribute Name
100 is 100%
1 is 100%
add uber charge on hit
tmp dmgbuff on hit
N/A
N/A
slow enemy on hit
ammo regen
electrical airblast DISPLAY ONLY
N/A
N/A
add head on hit
charge meter on hit
add_head_on_kill
mult_spread_scales_consecutive
?
?
ubercharge_preserved_on_spawn_max
kill refills meter
killstreakeffect_index
For "killstreak effect" attribute. Looks up the index list for Professional Killstreak Kits's effect. You can find the list of killstreak effect IDs here[forums.alliedmods.net]. Color / Colour of the effect is based on the "killstreak idleeffect" attribute.

IDs
Effect Names
2002
Fire Horns
2003
Cerebral Discharge
2004
Tornado
2005
Flames
2006
Singularity
2007
Incinerator
2008
Hypno-Beam
killstreak_idleeffect_index
For "killstreak idleeffect" attribute. Looks up the index list for Specialized Killstreak Kits's sheens. You can read the table below here or look at the list of killstreak sheen IDs here[forums.alliedmods.net].

IDs
Sheen Names
1
Team Shine
2
Deadly Daffodil
3
Manndarin
4
Mean Green
5
Agonizing Emerald
6
Villainous Violet
7
Hot Rod


Video of what the sheens look like:

https://youtu.be/p0xUn-35ge8
from_lookup_table
For "SPELL: set Halloween footstep type" and "SPELL: set item tint RGB". Looks up their respective table for paint and footstep sounds. IDs can be found at mvm.tf or below here. (Will not work if Halloween is not active)

IDs for "SPELL: set item tint RGB"
IDs
Spell Names
0
Die Job
1
Chromatic Corruption
2
Putrescent Pigmentation
3
Spectral Spectrum
4
Sinister Staining

IDs for "SPELL: set Halloween footstep type"
IDs
Spell Names
1
Team Spirit Footprints
2
Headless Horseshoes
13595446
Rotten Orange Footprints
3100495
Corpse Gray Footprints
5322826
Violent Violet Footprints
8208497
Bruised Purple Footprints
8421376
Gangreen Footprints
override projectile type attribute
Meant for override projectile type;This attribute changes what is shot out of a weapon, and is seen abused by many mission makers.

Below here you will find a list of IDs for override projectile type I made along with some miscellaneous information in it:
PROJECTILE_INVALID = 0 // (self-explanatory) PROJECTILE_BULLET = 1 // Bullet (does not create a bullet trace on weapons that don't normally shoot bullets, to show bullet traces use "sniper fires tracer" or "sniper fires tracer HIDDEN" attribute) PROJECTILE_ROCKET = 2 // Rocket PROJECTILE_PIPE = 3 // Pipebomb (only works well with weapons that shoot projectiles except Rocket Launchers) PROJECTILE_PIPE_REMOTE = 4 // Stickybomb Launcher's stickies (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_SYRINGE = 5 // Syringe PROJECTILE_FLARE = 6 // Flare, flare type can be changed with set_weapon_mode (does not inflict afterburn with weapons that can't set enemies on fire in vanilla PvP by any means) PROJECTILE_JAR = 7 // Jarate (only works with Jarate weapons) PROJECTILE_ARROW = 8 // Huntsman arrow (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_FLAME_ROCKET = 9 // Unused projectile meant to fire a flame rocket, no longer works (has an unused implemented function, CTFWeaponBaseGun::FireFlameRocket(CTFPlayer*) ) PROJECTILE_JAR_MILK = 10 // Mad Milk Jar (only works with Mad Milk weapons) PROJECTILE_HEALING_BOLT = 11 // Crusader's Crossbow arrow (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_ENERGY_BALL = 12 // Cow Mangler Particle (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_ENERGY_RING = 13 // Bison / Pomson Laser PROJECTILE_PIPE_REMOTE_PRACTICE = 14 // Stickybomb (Sticky Jumper) [only works well with weapons that shoot angled projectiles except Flares and Syringes] PROJECTILE_CLEAVER = 15 // Flying Guillotine Cleaver (only works with The Flying Guillotine) PROJECTILE_STICKY_BALL = 16 // unused projectile, can't be summoned using this attribute PROJECTILE_CANNONBALL = 17 // Loose Cannon cannonballs (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_BUILDING_REPAIR_BOLT = 18 // Rescue Ranger bolts (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_FESTIVE_ARROW = 19 // Festive Huntsman arrows (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_THROWABLE = 20 // Summons the throwable of the current weapon being held out, nothing happens if the weapon is not a throwable item such as Gas Passer PROJECTILE_SPELLFIREBALL = 21 // sf2013 fireball spell, cannot be summoned using this attribute PROJECTILE_FESTIVE_URINE = 22 // festive jarate (only works with Jarate weapons) PROJECTILE_FESTIVE_HEALING_BOLT = 23 // festive crusader's crossbow arrow (only works well with weapons that shoot angled projectiles except Flares and Syringes) PROJECTILE_BREADMONSTER_JARATE = 24 // self-aware beauty mark (only works with Jarate weapons) PROJECTILE_BREADMONSTER_MADMILK = 25 // mutated milk (only works with Mad Milk weapons) PROJECTILE_GRAPPLINGHOOK = 26 // grappling hook (hooks take a long time cleaned up / removed; they can take up to 30 seconds to be removed) PROJECTILE_SENTRY_ROCKET = 27 // cannot be summoned with this attribute PROJECTILE_BREAD_MONSTER = 28 // cannot be summoned with this attribute (the bread monster that appears on a player's head?) PROJECTILE_JAR_GAS = 29 // Gas Passer projectile (only works with the Gas Passer weapon) reasons on why some projectiles don't work: "Projectiles that only works well on weapons that shoot angled projectiles except Flares and Syringes" : these ones when given to the wrong weapon will slightly go upwards before dropping straight down to the floor CM5K is special, it will stay in place and eat fps until an enemy entity runs into them instead Don't give stickies to a bot that isn't the Demoman, they won't detonate no matter literally anything you do, including setting a sticky max cap for them "Cannot be summoned / works only with [weapon]" : The projectiles won't spawn when the weapon is fired and weapon firing sounds will not play IF A PROJECTILE ID USED DOESN'T EXIST IN THIS LIST IT CRASHES TF2 AND DON'T USE "override projectile type" WITH A LOOSE CANNON THAT DOES NOT HAVE "grenade launcher mortar mode" on 0, IF YOU DO THEN THE GAME CRASHES Note that if you changed projectiles of a weapon, it's base damage will remain unchanged. Because of that you'll need to buff a weapon's damage if you don't want a rocket to deal 18 damage on a Bison. Thanks to Benoist for reversing TF2 code, and Jakapoa for showing me Sigsegv's outdated list of projectile IDs he reversed years ago mc (lol), Subsimple and Remilia for helping me test some of the projectiles out exwum for the good looking and unique screenshots and some gyazo gifs

Small trivia: Righteous Bison, Cow Mangler 5000 and Pomson 6000 supports using both regular projectiles and angled projectiles.

Image examples
Left - A regular weapon using an angled projectile.
Right - An angled projectile weapon using an angled projectile.














Left - Bison's lasers being fired faster on an angled projectile weapon.
Right - Pomson's lasers being fired faster on an angled projectile weapon.







Upper Left - Righteous Bison firing an angled projectile even though it's original projectile it shoots is not.
Right - Pomson 6000 firing an angled projectile even though it's original projectile it shoots is not.
Bottom Left - Cow Mangler 5000 firing an angled projectile even though it's original projectile does not seem like one.


set_weapon_mode attribute class
Attributes that use this is extraordinary.

Since cool guy (Sigsegv) already has a documentation for this, I'll copy everything from it lol
"set_weapon_mode" attribute documentation accurate as of TF2 version ~20160327 reverse engineering by sigsegv General Notes ============= There are many attributes in the game that map to attribute class "set_weapon_mode", with many different names: - "fists have radial buff" - "set cloak is feign death" - "mod bat launches balls" - "sniper no headshots" - "set cloak is movement based" - "revolver use hit locations" - "mod shovel damage boost" - "lunchbox adds maxhealth bonus" - "lunchbox adds minicrits" - "mod shovel speed boost" - "mod bat launches ornaments" - "set icicle knife mode" - "mod flaregun fires pellets with knockback" They all do the exact same thing though. All that really changes is the descriptions. If you happen to want the features from more than one set_weapon_mode value on the same item at once: sorry, that's not possible. Knives (tf_weapon_knife) ======================== Knife Mode 0 Big Earner Mode 0 Your Eternal Reward Mode 1 Conniver's Kunai Mode 1 Spy-cicle Mode 3 Mode 1: - Suppresses automatic voice response MP_CONCEPT_KILLED_PLAYER after a kill - When the weapon is active, sentries are unable to target you if you're in the process of disguising (i.e. not fully disguised) - Enables some ancient code related to YER's auto-disguise mechanic, likely from before "set_disguise_on_backstab" was invented   (apparently the knife weapon itself would basically just spam the disguise button every frame) Mode 2: - Doesn't do anything in the current version of TF2 Mode 3: "set icicle knife mode" - Enables the HUD recharge bar for the knife Notes: - It appears that most or all knife features were originally done by "set_weapon_mode" but were later separated into their own attributes - Things which you might expect to be controlled by "set_weapon_mode" which are actually controlled by other attributes:   - YER's disguise-on-backstab and cannot-disguise-normally mechanics   - Kunai's health-on-backstab mechanic   - The "silent killer" mechanic   - All of the Spy-cicle's special features, aside from the HUD recharge bar itself Fists/Gloves (tf_weapon_fists) ============================== Fists Mode 0 KGB Mode 0 Warrior's Spirit Mode 0 Fists of Steel Mode 0 Eviction Notice Mode 0 Holiday Punch Mode 0 GRU Mode 2 Mode 1: "fists have radial buff" - This is a relic of a weapon concept that never made it into the game - Disallows normal taunts - Killing an enemy with the weapon forces its user to taunt - Taunting results in a 1.0 second delay, followed by a radius effect on teammates within 1024 HU:   - Gives 50 health   - Applies a 0.5 second temporary +10% crit chance buff   - (TAUNTATK_HEAVY_RADIAL_BUFF) Mode 2: - Doesn't do anything in the current version of TF2 Flare Guns (tf_weapon_flaregun and tf_weapon_flaregun_revenge) ============================================================== Flare Gun Mode 0 Detonator Mode 1 Manmelter Mode 2 Scorch Shot Mode 3 Mode 1: - Enables alt-fire for flare detonation - Enables flare radius damage - Reduces crits on burning players to mini-crits Mode 2: - Disables crit-on-hit mechanic - Changes projectile trail particle to "drg_manmelter_projectile" - Enables the reload indicator particles and sounds Mode 3: "mod flaregun fires pellets with knockback" - Enables flare radius damage - Enables the projectile-surviving-after-impact mechanic - Reduces crits on burning players to mini-crits Sandviches (tf_weapon_lunchbox) =============================== Sandvich Mode 0 Dalokohs Bar Mode 1 Buffalo Steak Sandvich Mode 2 Robo-Sandvich Mode 3 Festive Sandvich Mode 4 Mode 1: "lunchbox adds maxhealth bonus" - Reduces the healing per bite from 75 to 25 - Adds attribute "hidden maxhealth non buffed" 50, for 30 seconds - Reduces recharge time to 10 seconds (instead of 30 seconds) - Alt-fire drops item_healthkit_small instead of item_healthkit_medium - Makes the dropped healthkit use the candy bar model Mode 2: "lunchbox adds minicrits" - Applies no healing when used - Adds condition TF_COND_ENERGY_BUFF for 16 seconds - Adds condition TF_COND_COND_CANNOT_SWITCH_FROM_MELEE for 16 seconds - Makes the dropped healthkit use the steak model Mode 3: - Makes the dropped healthkit use the robo-sandvich model Mode 4: - Makes the dropped healthkit use the festive sandvich model Mode 5: - Appears to be an unfinished "ammo sandvich" mechanic - Each bite restores 25% of your max primary ammo (100% total) - It still restores 75hp per bite as well (same as regular sandvich) - Eating it at 100% health doesn't reset the effect bar but does refill your ammo Drinks (tf_weapon_lunchbox_drink) ================================= Bonk Mode 0 Crit-a-Cola Mode 2 Mode 1: - Doesn't do anything in the current version of TF2 Mode 2: - Changes the condition applied from TF_COND_PHASE to TF_COND_ENERGY_BUFF - Alters the particles produced by the weapon Mode 3: - Appears to possibly be referenced in a couple of places (doesn't do much, though) Invis Watches (tf_weapon_invis) =============================== Invis Watch Mode 0 Dead Ringer Mode 1 Cloak and Dagger Mode 2 Mode 1: "set cloak is feign death" - Enables feign death cloak mechanic Mode 2: "set cloak is movement based" - Enables motion-sensitive cloak mechanic Revolvers (tf_weapon_revolver) ============================== Revolver Mode 0 L'Etranger Mode 0 Enforcer Mode 0 Diamondback Mode 0 Ambassador Mode 1 Mode 1: "revolver use hit locations" - Disallows random crits - Adds damage bit DMG_USE_HITLOCATIONS if last shot was more than a second ago (enables headshots) - Weapon spread is calculated differently, based on the time since the last shot - Crosshair scale changes based on the time since the last shot Shovels (tf_weapon_shovel) ========================== Shovel Mode 0 Pain Train Mode 0 Market Gardener Mode 0 Disciplinary Action Mode 0 Equalizer Mode 1 Escape Plan Mode 2 Mode 1: "mod shovel damage boost" - Uses pickaxe kill icon (TF_DMG_CUSTOM_PICKAXE) - Enables the health-based damage boost mechanic Mode 2: "mod shovel speed boost" - Uses pickaxe kill icon (TF_DMG_CUSTOM_PICKAXE) - Enables the health-based speed boost mechanic Notes: - The Half-Zatoichi is not a shovel Mediguns (tf_weapon_medigun) ============================ Medi Gun Mode 0 Kritzkrieg Mode 1 Quick-Fix Mode 2 Vaccinator Mode 3 Mode 1: - Changes ubercharge effect to critical Mode 2: - Changes ubercharge effect to megaheal - Enables the Quick Fix's movement speed mirroring effect - Enables the Quick Fix's demo charge mirroring effect - Enables the Quick Fix's explosive jump mirroring effect - Enables the self-heal mechanic - Changes the heal sound Mode 3: - Changes ubercharge effect to resistance bubble things - Enables passive resistance on heal target - Enables resistance cycling - Enables Vaccinator-related TFBot AI logic for ubering and cycling resistances - Changes the heal sound - Enables "chunked" ubers of less than 100% Notes: - The "set_charge_type" attribute is mostly independent of "set_weapon_mode", so weird combinations may be possible   - Example: a medigun that has QF-like movement abilities yet gives a kritzkrieg-like ubercharge effect - However, Vaccinator needs "set_weapon_mode" 3 for it to know that it has 3 possible charge conditions
set_weapon_mode attribute class (continued)
Flamethrowers (tf_weapon_flamethrower) ====================================== Flame Thrower Mode 0 Backburner Mode 0 Degreaser Mode 0 Phlogistinator Mode 1 Rainblower Mode 3 Mode 1: - Changes flame particle effect to "drg_phlo_stream"/"drg_phlo_stream_crit" Mode 2: - Changes flame particle effect to "flamethrower_giant_mvm"/"flamethrower_crit_giant_mvm" Mode 3: - Changes flame particle effect to "flamethrower_rainbow"/"flamethrower_rainbow_FP" - Changes world model to the bubble wand while taunting - Changes the the flamethrower sound effect Notes: - Mode 2 was clearly intended for the "MVM Giant Flamethrower" item   - Would have had scaled-up flame particles to make it look less wimpy   - Presumably it would have had its actual flame reach extended as well   - As far as I know, this item never actually made it into items_game.txt   - There is still a reference to this item in the TFBot code to this day:     pyro bots who have it will believe their effective range is 875 HU instead of 250 HU SMGs (tf_weapon_smg and tf_weapon_charged_smg) ============================================== SMG Mode 0 Cleaner's Carbine Mode 0 Mode 1: - Disallows random crits - Adds damage bit DMG_USE_HITLOCATIONS (enables headshots) Ball Bats (tf_weapon_bat_wood and tf_weapon_bat_giftwrap) ========================================================= Sandman Mode 1 Wrap Assassin Mode 1 Mode 1: "mod bat launches balls"/"mod bat launches ornaments" - Allows creation of the ball projectile Notes: - Regular bats (tf_weapon_bat) are unable to create ball projectiles, so don't waste your time trying that Sniper Rifles (tf_weapon_sniperrifle and tf_weapon_sniperrifle_decap and tf_weapon_sniperrifle_classic) ======================================================================================================= Sniper Rifle Mode 0 Bazaar Bargain Mode 0 Hitman's Heatmaker Mode 0 Sydney Sleeper Mode 1 Machina Mode 2 Classic Mode 3 Mode 1: - Disallows critical hits unless the player is crit boosted (effectively disables headshot crit bonus) Mode 2: - Doesn't do anything in the current version of TF2 Mode 3: - If the tracer attribute is enabled, changes the tracer effect to "tfc_sniper_distortion_trail" Syringe Guns (tf_weapon_syringegun_medic) ========================================= Syringe Gun Mode 0 Blutsauger Mode 0 Overdose Mode 1 Mode 1: - Enables the ubercharge-level-based speed boost mechanic Notes: - The crossbow is not a syringe gun Power Up Canteens (tf_weapon_powerup_bottle) ============================================ Battery Canteens Mode 0 Kritz Or Treat Canteen Mode 0 Power Up Canteen Mode 1 Mode 0: - The skin index (0 or 1) is used to indicate whether the canteen has a charge Mode 1: - The world model is changed to indicate whether the canteen has a charge and the charge type Bonesaws (tf_weapon_bonesaw) ============================ Bonesaw Mode 0 Amputator Mode 0 Solemn Vow Mode 0 Ubersaw Mode 1 Vita-Saw Mode 2 Mode 1: - Doesn't do anything in the current version of TF2 - Was used to force the ubersaw taunt before "special_taunt" was invented Mode 2: - Doesn't do anything in the current version of TF2 - Was used to force the vita-saw taunt before "special_taunt" was invented Mode 3: - Doesn't do anything in the current version of TF2 - Was used to force the amputator taunt before "special_taunt" was invented Miniguns (tf_weapon_minigun) ============================ Minigun Mode 0 Brass Beast Mode 0 Tomislav Mode 0 Huo-Long Heater Mode 0 Natascha Mode 1 Mode 1: - Doesn't do anything in the current version of TF2 Bows (tf_weapon_compound_bow and tf_weapon_crossbow) ==================================================== Huntsman Mode 0 Crusader's Crossbow Mode 1 Mode 1: "sniper no headshots" - Doesn't do anything in the current version of TF2 - In old versions of TF2, this was responsible for disallowing headshots with the crossbow   (nowadays, it's hard-coded into the game based on the projectile type)

Most weapons uses "lunchbox adds minicrits" for set_weapon_mode due to it being hidden and neutral.
Special Attributes worth mentioning
Cosmectic's paint colour attributes
set item tint RGB and set item tint RGB 2

This attribute is for painting cosmetics and some weapons. This attribute uses RGB integer values. You can use this attribute to paint stuff with your own color/colour or RGB integer values from items_game.txt.

To get your own paint RGB integer value, first go here[www.w3schools.com] to look at the hexadecimal values of colors/colours you want (they start with # and can only have 6 characters).

Then copy it and go to this site[www.webpagefx.com] to convert the hex value into regular RGB values.

Afterwards, remember the RGB values or leave the tab untouched then go to this site[www.shodor.org] and find out what's the RGB integer value of the color/colour you wanted.

Format of the RGB values : 107 (RED) , 200 (GREEN) , 92 (BLUE)

If you wanted to convert RGB integer to hex, here you go[hewmc.blogspot.com]

"set item tint RGB 2" is used by team colored paint cans. If it is used, it will change the cosmetic's color for ONLY blue team.

Note that this attribute and the other aforementioned does not work on cosmetics that cannot be painted with paint cans in-game (or missing "paintable" tag in items_game.txt). That means they only work with items you can paint with paint cans.

Below here you can find links to each classes's lists of paintable items:
All Class: https://wiki.teamfortress.com/wiki/Template:Paintable_items_list/All_class_items
Scout: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Scout)
Soldier: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Soldier)
Pyro: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Pyro)
Demo: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Demoman)
Heavy: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Heavy)
Engi:. https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Engineer)
Medic: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Medic)
Sniper: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Sniper)
Spy: https://wiki.teamfortress.com/wiki/List_of_paintable_items_(Spy)

Medic bots and their ubercharge's related attributes
These two following attributes are related to Medic bots. They modify when will a Medic bot pop uber.

bot medic uber health threshold
This attribute modifies the health the Medic bot or the patient it's healing must reach a certain health before it thinks it should pop uber. For example, this attribute is set to 100 and given to a Medic bot. When the Medic bot/Medic bot's patient reaches 100 HP, it will want to pop uber.

bot medic uber deploy delay duration
This attribute modifies the time required to wait before Medic bots can deploy their ubercharge. When Medic bots think it's time to deploy their uber, value set by this attribute will be used to delay the time they want to uber. For example, this is set to 5 and given to a Medic bot, when the Medic bot reaches 50HP and wants to pop it's uber, it waits for 5 seconds before popping Uber.(Default: 0)

Miscellaneous
is_passive_weapon
(The attribute name does has _ between them instead of spaces)

When given to a weapon, that weapon becomes a passive weapon (like the shields and gunboats and related stuff).

That means the weapon will always be active and can be used at all times regardless of which weapon is currently held.

For example, if I give the attribute to a Rocket Launcher, I can use the Rocket Launcher while using my shovel or my shotgun.

Note that you should not give this to two weapons at once to a single person or the game will crash.

There's a part on this video where this attribute gets shown what it is capable of doing.

(skip to 1:47 in this video)
https://youtu.be/Y9ZBtIxRBDc

no self blast dmg
When set to 1, it does not nullify self blast damage but only greatly reduce it. When this is set to 2 it nullifies self blast damage and changes the rocket to the Rocket Jumper's Rocket.
Friendly Reminder
  • Remember to check if the names/IDs of the attributes you used are spelt correctly.
  • Check an attribute's attribute class to see if it's just a clone of another attribute.
  • A few attribute classes start with "unimplemented". Don't use attributes that start with "unimplemented" in their attributes classes because that attribute IS unimplemented.
댓글 31
Orinuse  [작성자] 2022년 6월 19일 오전 2시 46분 
I'll revert my most recent edit and we'll leave it at that.
D. B. Wooper 2022년 6월 18일 오전 1시 35분 
Update: apparently I'm kind of an idiot. I was testing the complete wrong attribute, the one to increase spread as health decreases.

However, I tested the actual attribute and couldn't find any difference between inputs 0.1, 1, and 100. It seems like it's functionally a binary attribute, which is weird. On the flip side, there are some attributes that should be classed as additive percentage (like the Zatoichi's heal on kill) that aren't for some reason. I don't know if this one was originally an addperc, but it doesn't seem like one now.

Sorry for my mistake! I hope this clarifies things a bit.
D. B. Wooper 2022년 5월 19일 오전 12시 42분 
Yep, did some testing this evening and it looks like it's a 1-100 scale. I dropped myself to half health and shot at a wall from uniform distance with the attribute set to different values.
At 0.75: basically normal spread
At 3: noticeable spread
At 100: a lot of spread
At 999: absurd spread, like bullets hitting the ceiling above me

I also discovered that the Natascha needs set_weapon_mode 1 to spin up slower... but the Brass Beast doesn't need that. May have changed since sigsegv did his writeup, but it was interesting nonetheless.

If you'd like more testing done (not just on this), I'd be happy to do it!
Orinuse  [작성자] 2022년 5월 18일 오전 8시 42분 
@Gray Not pursuing this guide to be updated, but the marginal interest is there. If you're *sure* you're right, I'll take your word and add it to the guide, but its unlikely ill test it.

Not figuring out the exacts is fine, just see if you can confirm its on a 1-100 scale. :toughertimes:
D. B. Wooper 2022년 5월 17일 오후 10시 36분 
I don't know if you're still updating this, but I've done some research with mult_spread_scales_consecutive. It looks like it uses the 1-100 scale for its additive_percentage. I haven't calculated how much the spread changes, but it feels like the integer put in is the number of degrees the bullets deviate when at low health... but that's speculation.
2021년 11월 8일 오후 2시 32분 
ty
Orinuse  [작성자] 2020년 10월 15일 오전 2시 30분 
Sorry that's defined in items_game.txt
Y O U W A N T S U M F U K ? 2020년 8월 26일 오후 4시 26분 
Is there an attribute to where you can have the capper particle effects when it shoots apply to any hitscan weapons? I just want to go PEW PEW PEW
Orinuse  [작성자] 2020년 6월 28일 오전 7시 09분 
there is no guarantee if they support the sandman
Orinuse  [작성자] 2020년 6월 28일 오전 7시 09분 
use "attach particle effect" and "attach particle effect static"