Open SilentFox3 opened 2 years ago
Here’s my contribution to this thread. (I removed any duplicates from the above post.)
“mod_cutom_text” - Any text inputted in this Attribute will display on the weapons as either blue, red, or white depending on syntax used.
“mod_consume_special_ammo” - This will automatically make the weapon use any class specific values (Assuming there are any,) as it’s ammo. E.G Über, Cloak, and Metal.
“mod_consume_health” - This makes any weapon use the healthbar as it’s ammunition if it uses any.
“mult_projectile_gravity” - Multiplies a projectiles given gravity value by this amount.
“mult_projectile_size” - Multiplies a given projectiles model size and Hitbox by this amount.
“mod_penetrate_enemys” - Allows any bullet or projectile to pass through enemy players without disappearing.
“mod_clip_chambering” - Makes any weapon chamber it’s round before firing like the Beggars Bazooka. For automatic weapons, rounds chamber at the same speed as the weapons firerate.
“mod_firerate_rampup” - Makes any weapon fire X% faster every shot.
“mult_knockback” - Multiplies a weapons knockback on hit by this amount.
“mod_no_knockback_falloff” - Same as no damage falloff, but for knockback.
“mod_crits_become_minicrits” - Crits become Minicrits.
“mult_grenade_bounce” - Multiplies fired Pipebomb bouncy-ness by this amount.
“mod_grenade_air_stick” - Make grenade projectiles stick to the air itself after a configurable time.
“mod_grenade_contact_rollers” - Makes fired Pipebomb Rollers still explode on contact with enemy’s.
“mult_flame_life” - Multiplies the lifetime of flamethrower particles by his amount.
“mult_flame_size” - Multiplies the size of flamethrower particles by his amount.
“mult_flame_speed” - Multiplies the speed of flamethrower particles by his amount.
“mult_flame_spread” - Multiplies the spread of flamethrower particles by his amount.
“mod_airblast_destroys_projectiles” - Makes Airblast destroy projectiles instead of reflecting them.
“mod_airblast_chambers_projectiles” - Makes Airblast chamber projectiles into the flamethrower, which can then be fired out in the same order they entered.
“mod_airblast_knockback_self” - Makes Airblast knockback the user in the backwards direction as it would an enemy.
“mult_cloak_time” - Multiplies the time it takes to cloak by this amount.
“mult_decloak_time” - Multiplies the time it takes to decloak by this amount.
“mult_cloak_regen_rate” - Multiplies the regeneration rate of cloak by this amount.
“mod_automatic_cloak” - Makes the spy automatically cloak when in view of any enemy players.
“mod_noclip_cloak” - Makes the spy able to pass through enemy players and buildings while cloaked.
“mult_sapper_warn_time” - Makes the Sapper only notify the engineer after X amount of seconds.
“mult_sapper_health” - Multiplies the Sapper’s health by this amount.
“mod_radius_sapper” - Makes the Sapper Sap all buildings in a configurable radius.
I know this is decidedly everyone's least favorite part of reading suggestions, next only to weapon suggestions, so I'll only try to offer attributes that would be USEFUL or VERSATILE for modders to use. No gimmicky one-off bull, hopefully, so please bear with me a spell. Thank you.
(You might be able to tell I'm staring at the Live TF2 weapons list while writing this but SHHH QUIET SHUSH these are more general-purpose than even just those)--
(Updated 8/24/22 to add a few more, prefixed with [!]. Sorry for the inconvenience.)
...This is a lot, and more to get it out of my mind and somewhere useful-ish. I honestly don't expect you to add most of these even, or even look at this, but they're good food for thought if you happen to be making weapons that just... coincidentally? Brush up near some of these...