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Boss Weapons
Cosmetics can be applied to bosses using the most of the same settings as weapons, eg. "wearable#". Note the server must have equipwearable.txt in order to give cosmetics to bosses and TF2Attributes is needed in order to use "attributes" on cosmetics. Note that cosmetics most likely won't be visible on bosses without using "worldmodel" setting, "classname" defaults to tf_wearable, and "show" is enabled by default.
Can set the weapon's rank, similar to "index" and "show", set the number in rank to a number 0 to 21 like the ranks here with 21 being a random rank (which is default). Note this doesn't actually set the rank correctly which only applies Hale's Own until further notice.
Level is self-explanatory and simple, have "level" between 0 and 101. If you know that Strange rank with override the level, your right, but if "rank" is left undefined and "level" is defined, strange rank will not occur leaving to whatever level you set it to.
Quality mostly changes the color of the weapon name as shown in the picture below. Have "quality" in the weapon and set the number corresponding to the picture below. Unusual is default as the edit does not change the default like most other due to the nature of new weapon rages having unusual quality the only option.
Weapons can be shown in a different color if "show" is enabled. "red", "blue", "green" sets the color based on a number 0 to 255, "alpha" changes the transparency of the weapon. Note this also shows up in first-person and in the world.
Changes the weapon's appearance in the world, this doesn't include first-person view. Include a filepath with models/, this precaches the model when used.
This edit allows weapons to not use the default attributes given, like the +210% damage bonus and such. "override" being on does remove the strange rank unless "rank" is defined. This is useful to make nicer looking attributes on weapons, rather than having the damage bonus and damage penalty at the same time.
You can set the starting ammo and clip size for weapons. This is recommended as without this will default to the player's primary ammo of his primary. This can be ignored if using ammo regen related attributes or plugin logic.
Note that the Wiki is always in development, feel free to requests certain pages or help in the Issues tab.
