athazar's_bar_and_bazaar { PrecacheModel "models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl" PrecacheModel "models/weapons/c_models/c_energy_drink/c_energy_drink_green.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_spitfire_rocketlauncher/c_spitfire_rocketlauncher.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_spitfire_rocketlauncher/w_rocket_spitfire.mdl" PrecacheModel "models/weapons/c_models/c_solar_carbonizer/c_solar_carbonizer.mdl" PrecacheModel "models/weapons/c_models/c_calefactor/c_calefactor.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_techlauncher/c_techlauncher.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_techlauncher/shellprojectile.mdl" PrecacheModel "models/weapons/c_models/c_canned_ration/c_canned_ration.mdl" PrecacheModel "models/weapons/c_models/c_canned_ration/c_ration_plate.mdl" PrecacheModel "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer_1.mdl" PrecacheModel "models/ctf2w/weapons/w_models/w_mini_pda.mdl" PrecacheModel "models/weapons/w_models/w_pill.mdl" PrecacheModel "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" //PrecacheModel "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl" //PrecacheModel "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" // who ACTUALLY uploads a fucking weapon model this fucked up like this oh my god PrecacheModel "models/ctf2w/weapons/c_models/c_atgun/c_atgun.mdl" PrecacheModel "models/weapons/c_models/c_laserbow/c_laserbow_nocull.mdl" PrecacheModel "models/weapons/c_models/c_brick/c_brick.mdl" PrecacheModel "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" PrecacheModel "models/weapons/c_models/c_timely_demise/c_timely_demise.mdl" PrecacheModel "models/weapons/v_models/v_timebomb/v_timebomb.mdl" PrecacheModel "models/weapons/w_models/w_rocketbullet.mdl" PrecacheModel "models/buildables/mini_dispenser_faithful.mdl" PrecacheModel "models/buildables/mini_dispenser_faithful_light.mdl" ////////////////////////////// // CUSTOM WEAPON SECTION // ////////////////////////////// CustomWeapon { Name "The Payoff" OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom item model" "models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl" "special item description" "When equipped, credit collection radius is set to x0.5." "special item description 2" "Killing enemies will temporarily set your collection radius to x1.25 and grants bonus healing from credits." "special item description 3" "Bonus collection radius and healing will reset after 5 seconds. Killing again resets the timer." "mult credit collect range" 0.5 "add attributes on kill" "mult credit collect range|2.50|5|health from credits|25|5" "clip size penalty" 0.66 } // Dev Notes: The Payoff is a revised version of "Pay to Play" from Powerplant Rev. // The older version functioned in a really weird and admittedly unconventional/fucking goofy way. // You spend money to attack and you have a special vscript thing where every credit you hold gives you a damage bonus, mimicking a certain item from The Binding of Isaac. (Money is Power) // I decided to scrap it because a gun that grants you credits in normal mvm has some fucked up potential and could lead to exploits. // This new version is meant to encourage damage scout instead of idle scout, as it forces you to kill to play properly. CustomWeapon { Name "The Meta-Cola" OriginalItemName "Crit-a-Cola" "custom item model" "models/weapons/c_models/c_energy_drink/c_energy_drink_green.mdl" "special item description" "Upon drinking, grants a speed boost and 75% chance to dodge incoming damage + Attacking an enemy milks them for 3 seconds" "special item description 2" "Successful dodges are indicated by healing 1 HP" "special item description 3" "''What do you mean they put the meta in a cola?''" "mod_mark_attacker_for_death" 0 "effect add attributes" "add cond on hit|27|add cond on hit duration|3" "effect cond override" 8271 "mult effect duration" 1.25 } CustomWeapon { Name "Spitfire" OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" "models/ctf2w/weapons/c_models/c_spitfire_rocketlauncher/c_spitfire_rocketlauncher.mdl" "custom projectile model" "models/ctf2w/weapons/c_models/c_spitfire_rocketlauncher/w_rocket_spitfire.mdl" "special item description" "Launches mortars; Aim higher to shoot farther!" "special item description 2" "No damage ramp-up or fall-off. Inflicts bleed on hit. Projectile has a slightly larger hitbox and passes through teammates." "projectile gravity" 800 "projectile speed increased" 1.3 "damage penalty" 0.85 "blast radius increased" 1.1 "bleeding duration" 5 "no damage falloff" 1 "no self effect" 1 "mult dmg vs tanks" 1.20 "mult projectile scale" 1.15 "penetrate teammates" 1 } // Dev Notes: Returning weapon from Powerplant Rev but tweaked a bit. // Ye olde average mortar type weapon, featuring a cool thing where angling them upwards makes them actually turn downwards properly. // Normally, if you have "projectile gravity" then aim upward, the rocket model stays pointing upwards and that fucking sucks, actually. // Paired with a custom upgrade to increase bleed damage/tick rate, should be a pretty strong option. If you have the money, that is. // So far, one person really liked this during that one test. CustomWeapon { Name "The Handheld Howitzer" // aka Bolshevik Bomber: Soldier Edition (Featuring Special Guest: Me learning from the past mistakes I made with my previous explosive bullet weapons) OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom item model" "models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl" "special item description" "Very slow to switch to and fire, but fires explosive shells with no damage falloff and has an infinite clip" "special item description 2" "Can shoot down incoming projectiles in close range, similar to Heavy's deflect upgrade" "special item description 3" "[NOTICE] Has access to a selection of special buff granting ammo at the Upgrade Station!" "damage bonus" 15 "bullets per shot bonus" 0.15 "no damage falloff" 1 "explosive bullets" 85 "weapon always gib" 1 "fire rate penalty" 2.5 "switch from wep deploy time decreased" 0.5 "maxammo secondary reduced" 0.25 "mod max primary clip override" -1 "attack projectiles" 1 // I think this is reasonable because you're giving up a banner "penetrate teammates" 1 // what in the actual fuck am I cooking // cooked too hard, ultranerf time "crits_become_minicrits" 1 "crit mod disabled" 0 } CustomWeapon // Because I can't just make a weapon pack without giving pyro something. I guess. { Name "Inferno Rebound" OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" //"custom item model" "models/ctf2w/weapons/c_models/c_american_flamethrower/w_american_flamethrower.mdl" // guh, model breaks probably because it's a w_model "special item description" "Flamethrower range significantly increased. Lowered flame spread, weaker afterburn, higher ammo consumption." "special item description 2" "Flames bounce off surfaces and deal 50% extra damage when rebounded." "special item description 3" "Reflected projectiles have doubled velocity." "afterburn duration penalty" 0.5 "weapon burn dmg reduced" 0.5 "paintkit_proto_def_index" 205 // Fire Glazed "set_item_texture_wear" 0 "flame_drag" 3 "flame_ignore_player_velocity" 1 "flame_spread_degree" 1 "flame_reflect_on_collision" 2 "flame_lifetime" 0.8 "flame_speed" 2600 "reflected_flame_dmg_reduction" 1.4 "no damage falloff" 1 "flame ammopersec increased" 1.50 "mult reflect velocity" 2 "damage penalty" 0.75 } // Dev Notes: Average bouncy flame thrower and the billionth new bouncy weapon. Made because I wanted Pyro to have at least SOMETHING. // The original Powerplant Rev Pyro items either sucked or had annoying bugs, so I had to make something new- then came the idea for this thing. // It's actually super strong- or WAS too strong when first tested on Light Up The Night (Whitecliff Event Expert). Oops. // 9/4/24: apparently not, so I'm removing it // here you go pyro, you can actually have cool new shit CustomWeapon // attempt at making an actually interesting custom pyro weapon { Name "The Solar Carbonizer" OriginalItemName "The Phlogistinator" //"custom item model" "models/weapons/c_models/c_solar_carbonizer/c_solar_carbonizer.mdl" "damage penalty" 0.85 "rage receive scale" 1.2 "special item description" "Alternative Phlog; MMMPH is replaced with triple banner effect that charges 20% faster at the cost of -15% damage" "effect cond override" 1056026 //"spread offset pattern" "10 -15 100" // oh custom flamethrower models, why do you have to be like this } CustomWeapon // attempt at making an actually interesting custom pyro weapon { Name "The Calefactor" // Bitches be like: Can't stand the absurdly overused flame shotgun concept // 1 month later: OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "custom item model" "models/weapons/c_models/c_calefactor/c_calefactor.mdl" "special item description" "Lowered damage per shot, but crits burning targets" "special item description 2" "ALT FIRE: Shoot an arcing fireball projectile with a cooldown" "clip size penalty" 0.64 "damage penalty" 0.8 "fire rate penalty" 1.2 "crit vs burning players" 1 "minicritboost on kill" 7 "special damage type" 1 // used exclusively for mvm_whitecliff_event_rc2_exp_light_up_the_night.pop's normal mode final boss "alt fire attack" 3 "alt fire attributes" "override projectile type|2|Set DamageType Ignite|1|projectile trail particle|spell_fireball_small_red|fire rate penalty|3|projectile gravity|600|custom projectile model|models/empty.mdl|damage bonus|5|projectile speed increased|2|self dmg push force increased|2|blast dmg to self increased|1.5|blast radius increased|1.5" } CustomWeapon { Name "Sawblade Launcher" OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "override projectile type" 18 //"clip size bonus" 1.5 //"dmg pierces resists absorbs" 1 "use original class weapon animations" 1 //"projectile gravity" 1 // this needs to be removed for the polarity point synergy to work "mult projectile scale" 0.01 "custom weapon reload sound" "=40|ui/item_light_gun_drop.wav" //"ammo regen" 1 "fire rate penalty HIDDEN" 0.85 "halloween reload time decreased" 1.15 //"fire rate penalty HIDDEN" 2.67 "damage penalty" 0.5 "mult dmg vs giants" 1.4 "mult dmg vs tanks" 1.4 "grenade bounce damage" -0.85 "hidden primary max ammo bonus" 1.5 //"custom hit sound" "=50|ambient_mp3/sawblade_impact1.mp3" //"custom impact sound" "Metal.SawbladeStick" //"projectile speed decreased" 1 "custom item model" "models/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow.mdl" //"no damage falloff" 1 "custom kill icon" "saw_kill" "grenade bounce speed" 1 "custom projectile size" 1550 "centerfire projectile" 1 //"grenade bounce damage" -0.15 "reset arrow hits on bounce" 1 "projectile lifetime" 5 "projectile penetration" 1 } // Dev Notes: Just the Sawblade Launcher seen in Waters of Wrath (Oilrig ADV, bots only), Cascading Steel Swarm (Cyberia Expert, actually playable), and Bog Business (Bogland ADV, also playable) // Nothing much to really say since this hasn't gone unchanged since the first iteration/version in colonel's missions. Ultrakill reference goes brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr CustomWeapon { Name "Primed Directive" OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "custom item model" "models/ctf2w/weapons/c_models/c_techlauncher/c_techlauncher.mdl" "custom projectile model" "models/ctf2w/weapons/c_models/c_techlauncher/shellprojectile.mdl" "special item description" "Shoots bouncy grenades. Lower base damage, but bonus damage on bounces" "damage penalty" 0.8 "grenade no spin" 1 "blast radius decreased" 0.8 "grenade bounce damage" 0.56 "grenade bounce speed" 1.1 "fuse bonus" 0.5 } // Dev Notes: Let me get this straight. The Primed Directive's model goes way too fucking hard. That alone inspired me to put it in. // Aside from that- returning weapon from Powerplant Rev. Made because bouncy weapons are cool and this encourages pipe demo, an underrated pick. CustomWeapon { Name "Polarity Point" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "special item description" "Shoots a burst of 3 stickies that stick to enemies and auto-detonate after 2.5 seconds" "special item description 2" "Alt-Fire: Shoot a magnet that attracts your own stickybombs and sawblades, auto-disabling after 5 seconds." "special item description 3" "Magnet uses no ammo but only 1 can be active at a time. Press your special attack (Shield, Rage) bind to manually disable a magnet early." "switch from wep deploy time decreased" 0.5 "clip size penalty" 0.5 "damage penalty" 0.45 "fire rate penalty" 1.25 "mult projectile count" 3 "projectile detonate time" 2.5 "set_item_texture_wear" 0 "paintkit_proto_def_index" 241 // Electroshocked "projectile spread angle penalty" 6.9 "sticky arm time penalty" 99 "stickybomb stick to enemies" 1 } // Dev Notes: New weapon that is probably going to be my new favorite. // This thing is inspired by the Attractor Nailgun from Ultrakill. The Sawblade Launcher was missing this and it made me wonder if it was even possible to have this kind of thing in TF2/MvM. // Luckily, John Vscript was there to help, so now we have this. CustomWeapon { Name "Nail Minigun" OriginalItemName "Tomislav" "special item description" "Fires high damage nail projectiles with a high damage bonus vs buildings" "special item description 2" "Unable to penetrate enemies (Upgrade disabled)" "set_item_texture_wear" 0 "paintkit_proto_def_index" 411 // Steel Brushed "damage bonus" 3 "override projectile type" 5 "dmg bonus vs buildings" 2 // i am NAILING your BUILDINGS "fire rate penalty" 1 "minigun full movement" 1 "aiming movespeed increased" 1.8 "mult duck speed" 2 "mod minigun can holster while spinning" 1 //"mult crit dmg" 0.66 "custom kill icon" "syringegun_medic" "mult dmg vs tanks" 1.50 "reduced damage rampup" 1 "special damage type" 2 // Specifically added so this isn't absolutely cucked against bosses with very high minigun damage resistance (currently Time-Constraint Soul from Light Up The Night) // "mult projectile count" 4 // WHY THE FUCK DOES THIS WORK ON THE NEEDLE SHOTGUN BUT NOT THE NAIL MINIGUN } // Dev Notes: This weapon is a combination of TWO returning weapons from Powerplant Rev! // Originally these two weapons were the Nail Minigun and Mobility Barrel. // Nailgun only replaced your bullets with nails with no other bonuses aside from higher damage. // The Mobility Barrel basically had every mobility attribute listed here. // Both of them were kind of eh on their own, so my new idea was to just put the two together. And I think it works. Need to test more to discern properly. CustomWeapon { Name "The Canned Conserva" OriginalItemName "The Buffalo Steak Sandvich" "custom item model" "models/weapons/c_models/c_canned_ration/c_canned_ration.mdl" "effect add attributes" "ammo regen|0.34" "energy buff dmg taken multiplier" 1 // removes goofy ass steak damage vuln while effect is up "effect cond override" 65 // should do absolutely nothing, just overrides the steak "buff" "special item description" "Upon use, regenerates 34% ammo every 5 seconds over the course of 15 seconds" "special item description 2" "Does not heal, but acts as a medium ammo pack when shared with an ally" } CustomWeapon { Name "Screwdriver Railgun" OriginalItemName "The Rescue Ranger" "special item description" "Fires a high speed, high damage projectile with zero gravity that drills into targets on impact, dealing damage over time" "set_item_texture_wear" 0 "paintkit_proto_def_index" 414 // Bomb Carrier "damage bonus" 1.75 "mult bleeding delay" 0.2 "mult bleeding dmg" 0.5 "mult dmg vs tanks" 2 "fire rate penalty" 2 "bleeding duration" 5 "Projectile speed increased" 2 "projectile gravity" 1 "reload time increased hidden" 1.4 "arrow heals buildings" 0 "no damage falloff" 1 "custom projectile size" 10 "mark for death on building pickup" 0 "engineer building teleporting pickup" 0 } // Dev Notes: Returning weapon from Powerplant Rev. // Simply a weapon that gives a high power attack. Mimics the Screwdriver Railgun Engineers from Waters of Wrath (Oilrig ADV) but with some changes here and there. CustomWeapon { Name "The Gamma Gazer" OriginalItemName "The C.A.P.P.E.R" "custom item model" "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer_1.mdl" // most of these stats were inspired by the creators.tf implementation of the gamma gazer during digital directive "damage applies to sappers" 1 "damage bonus" 2 "fire rate penalty" 2.25 "maxammo secondary reduced" 0.25 "clip size penalty" 0.8 "engineer building teleporting pickup" 50 "mark for death on building pickup" 1 "mult crit dmg" 0.5 // my own stat additions mainly because it doesn't give the weapon the cool capper effects when modelswapped "set item tint RGB" 5504768 "override projectile type" 13 "special item description" "Fires irradiated laser projectiles that ignore damage resistance and give a 20% healing penalty to targets hit for 3 seconds" "special item description 2" "Grants Rescue Ranger long range building pickup, costs 50 metal" "dmg pierces resists absorbs" 1 "add attributes on hit" "healing received penalty|0.75|3" "spread offset pattern" "10 -15 -5" // Ok this is epic. Normally laser overrides make this fire from your face but this makes the fire position in first person properly aligned with the gun } CustomWeapon { Name "Pill Popper" OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "special item description" "Grenade Launcher that shoots pills. No, really- ACTUAL pills." "special item description 2" "Pills heal allies on hit or if in their explosion radius." "special item description 3" "Pills deal low damage vs enemies, inflicting bleed on hit." "use original class weapon animations" 1 "use original class player animations" 1 "custom projectile model" "models/weapons/w_models/w_pill.mdl" "projectile trail particle" "~healshot_trail_red" "explosion particle" "spell_overheal_red" "paintkit_proto_def_index" 102 // Wrapped Reviver Mk.II "set_item_texture_wear" 0 "grenade explode on impact" 1 "maxammo primary reduced" 0.75 "clip size bonus" 1.5 "damage penalty" 0.25 "dmg penalty vs buildings" 0 "self dmg push force decreased" 0.6 "fire input on hit" "!self^RunScriptCode^AthazarWeaponPack.PillPopper.call(this)" "fire input on hit name restrict" "player" "bleeding duration" 3 "mult bleeding dmg" 2 "no self effect" 1 "blast radius decreased" 0.7 "fire rate penalty" 1.2 "add attributes when active" "cannot taunt|1" // prevents demoman taunt as medic } // Dev Notes: New! An interesting concept that came to mind after a certain someone joked about "medic but he shoots pills." // So, as the custom description goes- Let's give him pills. No, seriously. ACTUAL PILLS. CustomWeapon { //Name "The Critical Transmission" //OriginalItemName "The Quick-Fix" // setting it to the quickfix MOSTLY fixes healing beams. it's not over //"custom view model" "models/weapons/c_models/c_medic_arms.mdl" // this also fixes invis hands in first person. it's so not over //"custom item model" "models/ctf2w/weapons/c_models/c_transmission/c_transmission.mdl" Name "Infrared Transmitter" OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 280 // Starlight Serenity "set_item_texture_wear" 0 "special item description" "Ubercharge grants homing projectiles, faster projectile speed, and Buff Banner + Battalion's Backup effects" "effect cond override" 14976 // Buff Banner Cond (Cond #16) x Battalion's Backup Cond (Cond #26) x Soda Popper Hype Cond (Cond #36) // nevermind I am definitely retarded and forgot how you're supposed to calculate this attribute "effect add attributes" "mod projectile heat seek power|360|mod projectile heat aim error|90|projectile speed increased|1.5|projectile trail particle|eyeboss_projectile" "heal rate bonus" 1.20 "ubercharge rate penalty" 1.33 // should stack with base ubercharge bonus upgrade and not count as already bought } // Dev Notes: I just think homing projectiles are neat. // However, not enough data because of the usual medic players in my mission tests. Might need a buff of some sort... // Ok after testing it, this shit inexplicably crashes your game when YOU revive a player and I'm going to chalk it up to being the models involved. // What the actual fuck. Disregard all prior comments. // 9/4/24 nevermind fuck this medigun entirely holy shit CustomWeapon // originally from malpractice but now Differentâ„¢ (edit 12/3/24: now VERY different) { Name "Phoenix's Bulwark" OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 205 // Fire Glazed "set_item_texture_wear" 0 "special item description" "Passively grants afterburn immunity to you and your patient while healing" "special item description 2" "Ubercharge grants minicrits, ignite on hit, high burn damage, and x2 revive rate. Taking fatal damage while Ubercharge is active instantly sends you (not your patient) to spawn with 1 HP." "special item description 3" "Tripled Ubercharge rate that stacks with buyable upgrade. Projectile Shield ignites enemies." "medigun passive attributes" "afterburn immunity|1|attribute immunity|teleport instead of die" // should hopefully not stack with the huo long's inherent bonus // edit 12/12/24: it did. fuck. "medigun passive attributes owner" "afterburn immunity|1" "effect cond override" 16 "effect add attributes" "attach particle effect|1|weapon burn dmg increased|4|Set DamageType Ignite|1|projectile trail particle|spell_fireball_small_red|revive rate|2|teleport instead of die|2" "heal rate bonus" 1.20 "ubercharge rate penalty" 3 // should stack with base ubercharge bonus upgrade and not count as already bought "Set DamageType Ignite" 1 "weapon burn dmg reduced" 0.5 "fire input on effect" "!activator^$PlaySoundToSelf^=90|player/mannpower_invulnerable.wav" } CustomWeapon { Name "The Lethal Injector" // lethal_injection.gif OriginalItemName "The Ubersaw" "custom item model" "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" "melee range multiplier" 1.5 "fire rate penalty" 2 "damage penalty" 0.05 "add uber charge on hit" 0 "special item description" "Extremely low damage but inflicts a very powerful yet slow bleed that lowers enemy healing by 50%" // I am definitely not beating the Grouch allegations at this point "special item description 2" "While an enemy is bleeding, grants +50% revive rate, +50% medigun range, and Backup + Conch effect. Effects persist for 5 seconds after bleed ends" "mult bleeding delay" 3 "mult bleeding dmg" 7.5 "bleeding duration" 5 "add attributes on hit" "healing received penalty|0.5|3" "self add cond on hit" 7450 "self add cond on hit duration" 5 // effectively same duration as bleed- every tick of bleed counts as a hit and resets the timer "self add attributes on hit" "mult medigun range|1.5|5|revive rate|1.5|5" } CustomWeapon { Name "50th Caliber" OriginalItemName "The AWPer Hand" "custom item model" "models/ctf2w/weapons/c_models/c_atgun/c_atgun.mdl" "special item description" "[NOTICE] CAN ONLY FIRE WHILE ZOOMED" "special item description 2" "Anti-Materiel rifle; Inherent explosive bullets, explosive headshot upgrade disabled" "special item description 3" "-50% charge rate, but normal charge rate while actively aiming at an enemy. A beep sound will play while aiming at an enemy." "no damage falloff" 1 // I think this fixes the chicanery with the way explosive bullets seems to work // no it does not "explosive bullets" 200 "dmg pierces resists absorbs" 1 "sniper full charge damage bonus" 1.20 //"move speed penalty" 0.85 "SRifle Charge rate decreased" 0.5 "self dmg push force decreased" 0.5 "blast dmg to self increased" 0.2 //"single wep holster time increased" 1.45 //"single wep deploy time increased" 1.45 "mult dmg vs tanks" 1.25 // It IS an anti-materiel rifle after all "dmg bonus vs buildings" 2 "penetrate teammates" 1 "sniper only fire zoomed" 1 "damage penalty on bodyshot" 0.75 "mult sniper charge per sec with enemy under crosshair" 2 "sniper beep with enemy under crosshair" 1 } CustomWeapon { Name "The Astral Assassin" OriginalItemName "The Fortified Compound" "custom weapon fire sound" "=50|Weapon_ShootingStar.SingleCharged" "aiming movespeed increased" 1.8 "dmg penalty vs players" 0.75 // to do and be finished when I get a proper fixed model // UPDATE: WE ARE SO BACK "custom item model" "models/weapons/c_models/c_laserbow/c_laserbow_nocull.mdl" "special item description" "Shoots a volley of 3 arrows- center arrow is full damage while the side ones deal less damage" "special item description 2" "All arrows briefly home in towards your crosshair after a short delay upon being fired" "special item description 3" "[NOTICE] Projectile Penetration Upgrade is disabled due to bugs with it" "mod projectile heat seek power" 150 "mod projectile heat aim error" 75 "mod projectile heat aim start time" 0.25 "mod projectile heat aim time" 0.5 "mod projectile heat follow crosshair" 1 "arrow mastery" 1 } CustomWeapon { Name "The Bushman's Brick" // THE RETURN... OF THE BRICK... OriginalItemName "Jarate" "custom item model" "models/weapons/c_models/c_brick/c_brick.mdl" "custom projectile model" "models/weapons/c_models/c_brick/c_brick.mdl" "override projectile type extra" "brick" "Projectile speed increased" 1.5 "projectile trail particle" "~pipebombtrail_red" "damage bonus" 2 //"custom weapon fire sound" "Passtime.Throw" // no throw sound irks me // the fact this doesn't work irks me even more so I have an even more creative idea in mind for that "fire input on attack" "!activator^$PlaySoundToSelf^=90|Passtime.Throw" // Okay so the cool thing about this is that the sound is actually randomized and every possible sound is good "stun on hit" 3 "stun on hit no giants" 1 "stun on hit type" "bonk" "mark for death" 1 // I mean, may as well since you're trading the jarate splash for this meme "mult dmg vs giants" 2 "minicrits become crits" 1 "custom kill icon" "mailbox" "special item description" "Throw a brick projectile that stuns any non-giant enemy for 3 seconds" "special item description 2" "On hit, marks any target for death regardless of size" "special item description 3" "[NOTICE] Upgrading the slow upgrade will affect giants" "spread offset pattern" "10 -15 -25" } // Dev Notes: How the fuck am I supposed to know how this plays out when nobody ever picks sniper in my tests? Even if they do, woe be upon me, because they pick huntsman instead. CustomWeapon { Name "Tranquilizer Gun" OriginalItemName "TF_WEAPON_REVOLVER" "custom item model" "models\weapons\c_models\c_tranquilizer\c_revolver.mdl" "special item description" "Fires syringes that mark and slow robots" "special item description 2" "[NOTICE] Needles can't penetrate, penetration upgrade is disabled" "override projectile type" 5 "damage penalty" 0.5 "mark for death" 1 "slow enemy on hit major" 3 "fire rate penalty HIDDEN" 1.5 "clip size penalty HIDDEN" 0.5 "halloween reload time decreased" 1.5 "custom kill icon" "syringegun_medic" } // Dev Notes: I just think the cut tranquilizer gun idea is neat. // Also returns from Powerplant... Again... CustomWeapon { Name "Sharpshooter" OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "special item description" "Fires bouncing bullet projectiles that increase in speed with every rebound" "set_item_texture_wear" 0 "paintkit_proto_def_index" 411 // Steel Brushed "override projectile type" 18 "clip size penalty" 0.5 "mult projectile scale" 1 "custom weapon reload sound" "=50|ui/item_light_gun_drop.wav" "damage bonus" 1.25 "halloween fire rate bonus" 2 "mult dmg vs giants" 1.25 "mult dmg vs tanks" 0.5 "grenade bounce damage" 0.2 "no damage falloff" 1 "grenade bounce speed" 1.25 "reset arrow hits on bounce" 1 "projectile lifetime" 1.5 "projectile penetration" 1 "hidden secondary max ammo penalty" 0.5 "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "custom kill icon" "deflect_promode" // why is it called specifically promode? "spread offset pattern" "10 -15 -10" "mult crit dmg" 0.8 } // Dev Notes: Oh hey, here's a fucking awesome new one. // So when Waters of Wrath was in development, I'm pretty sure Colonel wanted to add a Sharpshooter revolver- but woe be upon us, because the stupid projectile falls to ground thing happens. // A year passes by and here we are- I remember that and try getting it to work before asking Lite and now we have something fucking cool for Spy. AND it's an Ultrakill reference. // It's an interesting weapon choice because it's like a multi-tool of sorts- it allows Spy to actually be able to do something to tanks, AND it can deflect if you buy the custom upgrade. CustomWeapon { Name "The Timely Demise" OriginalItemName "Festive Sapper" "special item description" "Attaches a timebomb to sapped bots and buildings" "special item description 2" "Timebomb detonates after 3 seconds, dealing 175 damage" "special item description 3" "Stunning and slowing disabled, upgrading will increase damage by 75 and blast radius by 50% per level" "effect cond override" 118 // wanted to pick an attribute that does nothing so I picked this and hoped it wouldn't do anything funky "custom sapper sound" "=85|pl_hoodoo/alarm_clock_ticking_3.wav" "sapper damage penalty" 0 "custom item model" "models/weapons/c_models/c_timely_demise/c_timely_demise.mdl" //"custom sapper model" "models/weapons/c_models/c_timely_demise/c_timely_demise.mdl" } // Dev Notes: Returning weapon, but this MIGHT be my most favorite weapon of the whole pack because it's something nobody's ever actually really done with rafmod before. // People really haven't tried messing around with custom sappers from what I've seen, so that opened the opportunity to try my own spin with a bit of crackhead pointtemplate design. CustomWeapon // Used in Timely Demise PointTemplate { Name "ooooh pipebomb" OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/empty.mdl" "projectile speed decreased" 0.001 "projectile range decreased" 0.001 "blast radius increased" 1.3 "fuse bonus" -1 "damage bonus" 1.75 "fire input on hit" "YEAHHHHH_SHAKE_THAT_SHIT*^StartShake^0" "mult dmg vs giants" 2 "dmg bonus vs buildings" 10 "custom kill icon" "mailbox" "dmg pierces resists absorbs" 1 "projectile detonate time" 0.02 "projectile gravity" 0.02 } // the, uh, rebalances. ItemAttributes // Probably the only actual rebalance I'll be doing? { ItemName "The Gunslinger" "special item description" "Grants a free disposable mini-sentry, x2 dispenser heal/ammo rate, +50% sentry damage" "mult dispenser rate" 2 "engy disposable sentries" 1 "engy sentry damage bonus" 1.5 } /////////////////////////////// PointTemplates { SawbladeLauncherLogic // rotating sword demo logic from midnight patrol, slightly modified with permission { func_rotating { targetname "rot" spawnflags 593 fanfriction 333333 maxspeed 400 } OnSpawnOutput { target "rot" action "addoutput" param "avelocity 0 400 0" delay 0.01 } OnSpawnOutput { target "!activator" action "addoutput" param "rendermode 10" delay 0.01 } prop_dynamic { targetname "blade1" parentname "rot" model "models/props_forest/saw_blade.mdl" angles "0 0 -90" } OnSpawnOutput { target !activator action RunScriptCode param "self.SetMoveType(4, 2)" } } CompositionFourTemplate { KeepAlive 1 tf_point_weapon_mimic { "targetname" "c4_mimic" "$weaponname" "ooooh pipebomb" "teamnum" "2" "origin" "0 0 0" "angles" "90 0 0" } OnSpawnOutput { Target c4_mimic Action "RunScriptCode" Param " local hBuilder = GetPropEntity(activator, `m_hBuilder`) self.SetOwner(hBuilder) for(local i = 0; i <= 8; i++) { local hWeapon = GetPropEntityArray(hBuilder, `m_hMyWeapons`, i) if(hWeapon && hWeapon.GetSlot() == 1) { local iSapperLevel = hWeapon.GetAttribute(`robo sapper`, 0) printl(iSapperLevel) local flDamageBonus = 1.75 local flBlastRadius = 1.3 if(iSapperLevel == 1) { flDamageBonus = 2.5 flBlastRadius = 1.8 } else if(iSapperLevel == 2) { flDamageBonus = 3.25 flBlastRadius = 2.2 } else if(iSapperLevel == 3) { flDamageBonus = 4 flBlastRadius = 2.7 } self.AcceptInput(`$AddWeaponAttribute`, format(`damage bonus|%f`, flDamageBonus), null, null) self.AcceptInput(`$AddWeaponAttribute`, format(`blast radius increased|%f`, flBlastRadius), null, null) break } }" } OnSpawnOutput { Target c4_mimic Action "FireOnce" Delay 3 } OnSpawnOutput { Target c4_mimic Action "RunScriptCode" Param "self.SetOwner(NetProps.GetPropEntity(activator, `m_hBuilder`))" Delay 0 } OnSpawnOutput { Target c4_mimic Action "RunScriptCode" Param "DispatchParticleEffect(`hightower_explosion`, self.GetOrigin(), Vector(0, 0, 1))" Delay 3 } OnSpawnOutput { Target !activator Action RemoveHealth Param 999 Delay 3.1 } OnSpawnOutput { Target c4_mimic Action Kill Delay 3.1 } OnSpawnOutput { Target YEAHHHHH_SHAKE_THAT_SHIT* Action Kill Delay 3.1 } env_shake { "targetname" "YEAHHHHH_SHAKE_THAT_SHIT" "amplitude" "16" "radius" "500" "duration" "2" "frequency" "40" "spawnflags" "4" } } // payoff_pt // { // OnSpawnOutput // { // Target @c@!activator // Action runscriptcode // Param "if(self.GetClassname()!=`tf_weapon_scattergun`)return;player<-NetProps.GetPropEntity(self,`m_hOwner`);function PayToPlayThink(){self.AddAttribute(`CARD: damage bonus`,player.GetCurrency()/1776.0+1.0,-1);return -1};AddThinkToEnt(self,`PayToPlayThink`)" // } // } MiniPDATemplate { OnSpawnOutput { Target !activator Action $AddItemAttribute Param "CARD: damage bonus|1.5|0" } OnParentKilledOutput { Target !activator Action $RemoveItemAttribute Param "CARD: damage bonus|0" } OnSpawnOutput { Target !activator Action RunScriptCode Param "AthazarWeaponPack.MiniPDA.call(this)" } OnSpawnOutput // fix from fellen { Target !parent Action RunScriptCode Param " for (local tele; tele = Entities.FindByClassname(tele, `obj_teleporter`);) { if (NetProps.GetPropBool(tele, `m_bPlacing`)) continue local builder = NetProps.GetPropEntity(tele, `m_hBuilder`) if (builder != self) continue NetProps.SetPropInt(tele, `m_iHighestUpgradeLevel`, 1) NetProps.SetPropInt(tele, `m_iUpgradeLevel`, 1) local pda for (local i = 0; i < 7; ++i) { local wep = GetPropEntityArray(builder, `m_hMyWeapons`, i) if (wep == null || wep.GetSlot() != 3) continue pda = wep break } local maxhp = 150.0 * pda.GetAttribute(`engy building health bonus`, 1.0) tele.SetMaxHealth(maxhp) if (tele.GetHealth() > maxhp) tele.SetHealth(maxhp) } " } } SharpshooterTemplate { OnSpawnOutput { Target !activator Action RunScriptCode Param "for(local hBolt; hBolt = Entities.FindByClassnameWithin(hBolt, `tf_projectile_arrow`, self.EyePosition(), 64);)if(hBolt.GetOwner() == self){ hBolt.SetAbsVelocity(hBolt.GetForwardVector() * 2600); hBolt.SetMoveType(4, 2) }" } } polarity_point { OnSpawnOutput { Target !activator Action RunScriptCode Param "AthazarWeaponPack.PolarityPoint.call(this)" } } solarcarbonizer_fix { OnSpawnOutput { Target !activator Action RunScriptCode Param "AthazarWeaponPack.SolarCarbonizer.call(this)" } } canned_conserva { OnSpawnOutput { Target !activator Action RunScriptCode Param "AthazarWeaponPack.CannedConserva.call(this)" } } includescript_awp { OnSpawnOutput { Target wave_start_relay Action runscriptcode Param "IncludeScript(`athazarweaponpack`, getroottable())" } } } SpawnTemplate includescript_awp PlayerShootTemplate { Name SawbladeLauncherLogic AttachToProjectile 1 ItemName "Sawblade Launcher" } BuildingSpawnTemplate { Name CompositionFourTemplate ItemName "The Timely Demise" BuildingType "Sapper" } //PlayerItemEquipSpawnTemplate //{ // Name MiniPDATemplate // ItemName "Mini PDA" //} // PlayerItemEquipSpawnTemplate // { // Name payoff_pt // ItemName "Pay to Play" // } //PlayerShootTemplate //{ // Name SharpshooterTemplate // ItemName "Sharpshooter" //} PlayerItemEquipSpawnTemplate { Name polarity_point ItemName "Polarity Point" } PlayerItemEquipSpawnTemplate { Name solarcarbonizer_fix ItemName "The Solar Carbonizer" } PlayerItemEquipSpawnTemplate { Name canned_conserva ItemName "The Canned Conserva" } ExtraLoadoutItems { Scout { Primary "The Payoff" Secondary "The Meta-Cola" } Soldier { Primary "Spitfire" Secondary "The Handheld Howitzer" } Pyro { Primary "The Solar Carbonizer" Secondary "The Calefactor" } Demoman { Primary "Sawblade Launcher" //Primary "Primed Directive" Secondary "Polarity Point" } Heavyweapons { Primary "Nail Minigun" Secondary "The Canned Conserva" } Engineer { Primary "Screwdriver Railgun" Secondary "The Gamma Gazer" } Medic { Primary "Pill Popper" //Secondary "Phoenix's Bulwark" Melee "The Lethal Injector" } Sniper { Primary "50th Caliber" Primary "The Astral Assassin" Secondary "The Bushman's Brick" } Spy { //Secondary "Sharpshooter" //Secondary "Tranquilizer Gun" Building "The Timely Demise" } } ///////////////////////// ExtendedUpgrades { universal_killstreak { Name "Killstreak Kit" Attribute "killstreak tier" Cap 1 Increment 1 Cost 0 Description "Killstreaks enabled on the weapon, for free. If you care about killstreaks, I guess." AllowedWeapons { ItemName "The Payoff" //ItemName "The Electro-Swinger" ItemName "Spitfire" ItemName "The Handheld Howitzer" //ItemName "Inferno Rebound" ItemName "The Solar Carbonizer" ItemName "The Calefactor" ItemName "Sawblade Launcher" ItemName "Primed Directive" ItemName "Polarity Point" ItemName "Nail Minigun" ItemName "Screwdriver Railgun" ItemName "The Gamma Gazer" //ItemName "Artillery Sentry Wrench" ItemName "Pill Popper" //ItemName "Infrared Transmitter" ItemName "Phoenix's Bulwark" ItemName "The Lethal Injector" ItemName "50th Caliber" ItemName "The Astral Assassin" ItemName "The Bushman's Brick" ItemName "Tranquilizer Gun" // lol? ItemName "Sharpshooter" } } electroswinger_mfd { Name "MFD Module" Attribute "cannot trade" Cap 1 Increment 1 Cost 400 Description "Mark one target at a time for death on hit. Occurs even on reflected projectile hits!" SecondaryAttributes { "mark for death" 1 } AllowedWeapons { ItemName "The Electro-Swinger" } } spitfire_bleed { Name "Sharper Shrapnel" Attribute "cannot trade" Cap 4 Increment 1 Cost 200 Description "+25% bleed damage, -0.1s bleed tick rate" SecondaryAttributes { "mult bleeding dmg" 0.25 "mult bleeding delay" -0.1 } AllowedWeapons { ItemName "Spitfire" } } primed_directive_fuse_bonus { Name "Longer Fuse" Attribute "cannot trade" Cap 2 Increment 1 Cost 200 Description "+25% time before grenade explodes, allowing for more bounces" SecondaryAttributes { "fuse bonus" 0.25 } AllowedWeapons { ItemName "Primed Directive" } } screwdriver_bleed { Name "Sharpened Tip" Attribute "cannot trade" Cap 4 Increment 1 Cost 300 Description "+25% bleed damage, +0.5s bleed duration" SecondaryAttributes { "mult bleeding dmg" 0.25 "bleeding duration" 0.5 } AllowedWeapons { ItemName "Screwdriver Railgun" } } screwdriver_leech // mimics healing gimmick from Ultrakill { Name "Leech Module" Attribute "never craftable" Cap 1 Increment 1 Cost 300 Description "Heals 1 HP for every tick of damage" SecondaryAttributes { "heal on hit for rapidfire" 1 } AllowedWeapons { ItemName "Screwdriver Railgun" } } sharpshooter_deflect { Name "Destroy Projectiles" Attribute "attack projectiles" Cap 2 Increment 1 Cost 400 Description "Destroys projectiles in a cylinder in front of you" AllowedWeapons { ItemName "Sharpshooter" } } minipda_disposable_at_a_slightly_more_reasonable_price { Name "+1 Disposable Sentry" Attribute "cannot trade" Cap 1 Increment 1 Cost 400 Description "Adds an extra Disposable Sentry. Stacks with Gunslinger's extra disposable for a total of 4." AllowedWeapons { ItemName "Mini PDA" } SecondaryAttributes { "engy disposable sentries" 2 } } pillpopper_milk { Name "Mad Milk Grenades" Attribute "cannot trade" Cap 1 Increment 1 Cost 750 Description "Grenades now apply mad milk to enemies." SecondaryAttributes { "add cond on hit" "27" "add cond on hit duration" 0.5 } AllowedWeapons { ItemName "Pill Popper" } } polaritypoint_magnet_specialist { Name "Magnet Specialist" Attribute "cannot trade" Cap 2 Increment 1 Cost 250 // because demo is already expensive as is Description "+2.5 seconds magnet duration and -0.5s stickybomb detonation time per level" SecondaryAttributes { "obsolete ammo penalty" 2.5 "projectile detonate time" -0.5 } AllowedWeapons { ItemName "Polarity Point" } } tranquilizer_covert_ops { Name "Covert Module" Attribute "cannot trade" Cap 1 Increment 1 Cost 500 Description "Allows you to shoot without losing your disguise" SecondaryAttributes { "keep disguise on attack" 1 } AllowedWeapons { ItemName "Tranquilizer Gun" } } howitzer_damagebonus { Name "+20% Damage Bonus" Attribute "CARD: damage bonus" Cap 1.8 Increment 0.2 Cost 400 AllowedWeapons { ItemName "The Handheld Howitzer" } } howitzer_buff { Name "Buff Charge: Buff Banner" Attribute "never craftable" // dummy attribute because you can't have multiple upgrades with the same base attribute for the same weapon ("cannot trade" in my case) Cap 1 Increment 1 Cost 0 Description "Grants 7 seconds of the Buff Banner effect on kill" SecondaryAttributes { "add cond on kill" 16 "add cond on kill duration" 7 } AllowedWeapons { ItemName "The Handheld Howitzer" } DisallowedUpgrade { Upgrade howitzer_backup Upgrade howitzer_conch } } howitzer_conch { Name "Buff Charge: Concheror" Attribute "flame_reflection_add_life_time" // dummy attribute because you can't have multiple upgrades with the same base attribute for the same weapon ("cannot trade" in my case) Cap 1 Increment 1 Cost 0 Description "Grants 7 seconds of the Concheror effect on kill" SecondaryAttributes { "add cond on kill" 29 "add cond on kill duration" 7 } AllowedWeapons { ItemName "The Handheld Howitzer" } DisallowedUpgrade { Upgrade howitzer_backup Upgrade howitzer_buff } } metacola_slow { Name "Chemical Additive" Attribute "cannot trade" Cap 1 Increment 1 Cost 400 Description "Effect now grants briefly halved movement speed on hit enemies" SecondaryAttributes { "effect add attributes" "add cond on hit|27|add cond on hit duration|3|stun on hit type|movement|stun on hit|1|stun on hit slow|0.5" } AllowedWeapons { ItemName "The Meta-Cola" } } } ///////////////////////// DisallowUpgrade { Upgrade "clip size bonus upgrade" // defunct - weapon has infinite clip ItemName "The Handheld Howitzer" } DisallowUpgrade { Upgrade "faster reload rate" // defunct - weapon has infinite clip and therefore no reload ItemName "The Handheld Howitzer" } DisallowUpgrade { Upgrade "projectile penetration" // defunct - explained in item desc. proj pen causes arrow mastery to be weird ItemName "The Astral Assassin" } DisallowUpgrade { Upgrade "projectile penetration" // defunct - needles cannot penetrate ItemName "Tranquilizer Gun" } DisallowUpgrade { Upgrade "projectile penetration" // defunct - needs a different attribute to penetrate ItemName "The Gamma Gazer" } DisallowUpgrade { Upgrade "explosive sniper shot" // defunct - has explosive bullets already ItemName "50th Caliber" } DisallowUpgrade { Upgrade "projectile penetration heavy" // defunct - needles cannot penetrate ItemName "Nail Minigun" } }