[INFO] weapon entity names

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
These are the entity names of the weapons.
Send a weapon a "Kill" input to remove it.
A func_regenerate will restore all Killed weapons.
Players can switch to a weapon with the "use" command.

Indented items are an unlockable replacement for the item above it. Other unlockables retain the same entity name as the original weapon.

PRIMARY WEAPONS:
  • tf_weapon_flamethrower
  • tf_weapon_grenadelauncher
  • tf_weapon_minigun
  • tf_weapon_revolver
  • tf_weapon_rocketlauncher
    • tf_weapon_rocketlauncher_directhit
  • tf_weapon_scattergun
    • tf_weapon_handgun_scout_primary
  • tf_weapon_shotgun_primary
    • tf_weapon_sentry_revenge
  • tf_weapon_sniperrifle
    • tf_weapon_compound_bow
  • tf_weapon_syringegun_medic
    • tf_weapon_crossbow

SECONDARY WEAPONS:
  • tf_weapon_medigun
  • tf_weapon_pipebomblauncher
    • tf_wearable_item_demoshield
  • tf_weapon_pistol
    • tf_weapon_laser_pointer
  • tf_weapon_pistol_scout
    • tf_weapon_lunchbox_drink
    • tf_weapon_jar_milk
  • tf_weapon_shotgun_hwg
    • tf_weapon_lunchbox
  • tf_weapon_shotgun_pyro
    • tf_weapon_flaregun
  • tf_weapon_shotgun_soldier
    • tf_weapon_buff_item
  • tf_weapon_smg
    • tf_weapon_jar

MELEE WEAPONS:
  • tf_weapon_bat
    • tf_weapon_bat_wood
    • tf_weapon_bat_fish
  • tf_weapon_bonesaw
  • tf_weapon_bottle
    • tf_weapon_sword
    • tf_weapon_stickbomb
  • tf_weapon_club
  • tf_weapon_fists
  • tf_weapon_fireaxe
  • tf_weapon_knife
  • tf_weapon_shovel
  • tf_weapon_wrench
    • tf_weapon_robot_arm
Note: "tf_weapon_club" is the Sniper's sword.
__________________

OTHER:
  • tf_weapon_builder
  • tf_weapon_objectselection
  • tf_weapon_pda_engineer_build
  • tf_weapon_pda_engineer_destroy

  • tf_weapon_pda_spy
  • obj_attachment_sapper
  • tf_weapon_invis

  • tf_wearable_item
Notes: Killing "tf_weapon_invis" will not remove the Spy's ability to cloak.
"tf_wearable_item" is the Sniper's razorback as well as other non-weapon unlockables (hats).


ENGINEER OBJECTS:
Killing these will remove devices already placed, kill "tf_weapon_pda_engineer_build" to prevent the building of new objects. Engineers can still build using the console, so use func_nobuild.
  • obj_sentrygun
  • obj_dispenser
  • obj_teleporter_entrance
  • obj_teleporter_exit

PROJECTILES:
  • tf_projectile_arrow
  • tf_projectile_flare
  • tf_projectile_healing_bolt
  • tf_projectile_jar
  • tf_projectile_pipe
  • tf_projectile_pipe_remote
  • tf_projectile_rocket
  • tf_projectile_sentryrocket
  • tf_projectile_stun_ball
  • tf_projectile_syringe
 
Last edited:

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Oh very cool. We are one step closer to having real custom objectives and filters!
 

kimangroo

L3: Member
Mar 15, 2008
111
6
On a similar note I can add:

Demo's pipe bomb: tf_projectile_pipe
Demo's sticky: tf_projectile_pipe_remote
Soldier's rocket: tf_projectile_rocket

You can send commands to kill 'em but I can't get them to explode on command yet. Pseudo, any ideas on how to do that?!
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
What's interesting is the weapons listed in the "tf_english.txt" file (located in the "root > tf > resource" folder of the "team fortress 2 content.gcf" file) is slightly different from the list of weapons above found in the "root > tf > scripts" folder. There's a bunch of odd stuff in that file, strings for discarded game modes and even strings for some of the discarded pre-beta weapons.

Copied directly from the "tf_english.txt" file:
Code:
"TF_Weapon_Bat"			"Bat"
"TF_Weapon_Bottle"		"Bottle"
"TF_Weapon_FireAxe"		"Fire Axe"
"TF_Weapon_Club"		"Kukri"
"TF_Weapon_Crowbar"		"Crowbar"
"TF_Weapon_Bonesaw"		"Bonesaw"
"TF_Weapon_FlameThrower"	"Flame Thrower"
"TF_Weapon_GrenadeLauncher"	"Grenade Launcher"
"TF_Weapon_PipebombLauncher"	"Stickybomb Launcher"
"TF_Weapon_Knife"		"Knife"
"TF_Weapon_Medikit"		"Medikit"
"TF_Weapon_Minigun"		"Minigun"
"TF_Weapon_Pistol"		"Pistol"
"TF_Weapon_Fists"		"Fists"
"TF_Weapon_Revolver"		"Revolver"
"TF_Weapon_RocketLauncher"	"Rocket Launcher"
"TF_Weapon_Shotgun"		"Shotgun"
"TF_Weapon_Shovel"		"Shovel"
"TF_Weapon_SMG"			"SMG"
"TF_Weapon_SniperRifle"		"Sniper Rifle"
"TF_Weapon_SuperSMG"		"Super SMG"
"TF_Weapon_StickybombLauncher"	"Stickybomb Launcher"
"TF_Weapon_Tranq"		"Tranquilizer Gun"
"TF_Weapon_Wrench"		"Wrench"
"TF_Weapon_ObjectSelection"	"Build"
"TF_Weapon_PDA_Engineer"	"PDA"
"TF_Weapon_Flag"		"Flag"
"TF_Weapon_Nailgun"		"Nail Gun"
"TF_Weapon_Medigun"		"Medi Gun"
"TF_Weapon_Scattergun"		"Scattergun"
"TF_Weapon_SyringeGun"		"Syringe Gun"
"TF_Weapon_Watch"		"Invisibility Watch"
"TF_Weapon_FlareGun"		"Flare Gun"
"TF_Weapon_LunchBox"		"Lunch Box"
 

evanonline

L420: High Member
Mar 15, 2009
485
273
"Send a weapon a "Kill" input to remove it."

How do i do this?

Let's say you have a Control Point, and you want all Snipers to suddenly lose their Huntsman when it is captured. The team_control_point's outputs would have to have "OnCapTeam2 tf_weapon_compound_bow kill"
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
I was sure this didn't work.
(and that doesn't really work anymore)
When weapon upgrades were first added, this method of killing weapons became broken. But at some point between then and now it must have changed because it seems to work again.


Another fun thing is sending weapons a Color input... I've yet to find a practical use for that one though.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
added:
  • tf_wearable_item_demoshield
  • tf_weapon_sword
  • tf_weapon_rocketlauncher_directhit
  • tf_weapon_buff_item

Other new weapons retain the same entity names.
The Gunboats are likely generic tf_wearable_item (although I have not verified this).
 
T

The Asylum

Well lookit what I just found

tf_weapon_laser_pointer = The Wrangler
tf_weapon_sentry_revenge = Frontier Justice
tf_weapon_robot_arm = The Gunslinger

tf_weapon_wrench is both the Golden Wrench and Southern Hospitality

ETA: Yes, Pseudo, the Gunboats are tf_wearable_item
 
Last edited by a moderator:

gcone81

L1: Registered
Nov 27, 2009
37
3
Well lookit what I just found

tf_weapon_laser_pointer = The Wrangler
tf_weapon_sentry_revenge = Frontier Justice
tf_weapon_robot_arm = The Gunslinger

tf_weapon_wrench is both the Golden Wrench and Southern Hospitality

ETA: Yes, Pseudo, the Gunboats are tf_wearable_item

Where were you able to find the Frontier Justice's name? I wasn't able to locate it in the tf_english file. Thanks for posting it.
 
T

The Asylum

Right well, since I'm cheap and not going to shell out anything for the new polycount weapons, can someone verify these entity names? Preferrably testing them with a kill input:

"TF_Weapon_Tranq" "Tranquilizer Gun"
"TF_Weapon_Jar_Milk" "Non-Milk Substance"
"TF_Weapon_Peppergun" "Peppergun"