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	<title>TF2 Classified Wiki - User contributions [en]</title>
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	<updated>2026-10-21T00:49:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11517</id>
		<title>April Fools 2026</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11517"/>
		<updated>2026-09-14T19:23:27Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;2026 Public Playtest&#039;&#039;&#039; Steam announcement|Happy April, and thanks for sticking around for two months so far! It&#039;s been real. For a limited time, official servers (as well as any servers using the ConVar tf2c_special_beta 1) will be running a public playtest, enabling a number of brand new, in-development weapons.)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;April Fools 2026&#039;&#039;&#039; update, also known as &#039;&#039;&#039;[[3.0.8]]&#039;&#039;&#039;, was the first April Fools update for Team Fortress 2 Classified, released on April 1st, 2026.&lt;br /&gt;
&lt;br /&gt;
[[File:aprilfools_2026.png|right|450px]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
April Fools 2026 added 15 weapons to the game, consisting of new concepts, reworks of the [[Mine Layer]] and &#039;&#039;Team Fortress 2&#039;s&#039;&#039; [[tf:Jarate|Jarate]].&lt;br /&gt;
&lt;br /&gt;
These weapons could be enabled by inputting the convar {{code|tf_special_beta 1}} into the developer console. After their removal in [[3.0.11]], the weapons were made available to download as part of an [https://tf2classified.com/downloads/aprilfools2026.vpk official weapons pack], which also removed their April Fools event restriction.&lt;br /&gt;
&lt;br /&gt;
==Hare Trigger==&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| title=Hare Trigger&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Scattergun&lt;br /&gt;
| image=Shotgun &lt;br /&gt;
| kill-icon=shotgun&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=32&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Wearer can automatically jump by holding the jump button}}&lt;br /&gt;
{{Loadout positive|Up to 75% more accurate based on current speed}}&lt;br /&gt;
{{Loadout positive|+25% faster firing speed}}&lt;br /&gt;
{{Loadout negative|Disables double jump}}&lt;br /&gt;
{{Loadout negative|150% less accurate}}&lt;br /&gt;
{{Loadout neutral|&amp;quot;Eh, what&#039;s up Doc?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;2026 Public Playtest&#039;&#039;&#039; Steam announcement|Addresses feedback regarding the mod having too much emphasis on verticality by removing the Scout&#039;s double jump.}}&lt;br /&gt;
The &#039;&#039;&#039;Hare Trigger&#039;&#039;&#039; was a [[Scattergun]] sidegrade that swapped out the [[Scout]]&#039;s double jump for the ability to auto-jump by holding the jump key, at the cost of being significantly less accurate. By moving fast - best achieved by bunny hopping to build up momentum - the weapon&#039;s spread could be decreased to make it easier to hit targets.&lt;br /&gt;
=== Properties ===&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Thigh slap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 105&lt;br /&gt;
 | maximum-ramp-up-percentage = 175%&lt;br /&gt;
 | base-damage = 60&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 32&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 141&lt;br /&gt;
 | bullet-count = 10&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 32&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.46875 s&amp;lt;/br&amp;gt;{{InlineTodo|Haste boosted}}&lt;br /&gt;
 | first-reload = 0.7 s&amp;lt;/br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.5 s&amp;lt;/br&amp;gt;{{tooltip|0.3 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* The &#039;&#039;&#039;Hare Trigger&#039;&#039;&#039; is a pun on the term &amp;quot;hair trigger&amp;quot;, which means to act in response to the slightest stimulus, and &amp;quot;hare&amp;quot;.&lt;br /&gt;
* The description quote is a reference to [https://en.wikipedia.org/wiki/Bugs_Bunny Bugs Bunny]&#039;s famous catchphrase.&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_haretrigger.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Little Boy==&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| title=Little Boy&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Portable Scout&lt;br /&gt;
| image=spellbook magazine&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;2026 Public Playtest&#039;&#039;&#039; Steam announcement|Attempts to fix Scout oversaturation by making players dislike the Scout significantly more.}}&lt;br /&gt;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the user&#039;s size by 65%, increased speed and jump height by 20% and 30% respectively, reduced max health by 58, reduced capture rate by 1, and applied the [[tf:Brundle Bundle|Brundle Bundle]]&#039;s pitch shift to the Scout&#039;s voicelines.&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* Prior to being moved to the weapons pack, the Little Boy only shrank the player after switching weapons. This behaviour was also shared by the Fat Man.&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:littleboy_demo.png|Scout (left) vs Scout with the Little Boy equipped (right).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holy Bible==&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| title=Holy Bible&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Holy Text&lt;br /&gt;
| image=bible&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Raptures nearby team members}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;2026 Public Playtest&#039;&#039;&#039; Steam announcement|Resolves a 535-page Steam forum thread debating the mercenaries&#039; religious beliefs.}}&lt;br /&gt;
The &#039;&#039;&#039;Holy Bible&#039;&#039;&#039; was a variant of &#039;&#039;Team Fortress 2&#039;s&#039;&#039; [[tf:Buff Banner|Buff Banner]] that caused all nearby teammates to swim in the air when activated.&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* The Holy Bible uses the [[tf:Lumbricus Lid|Lumbricus Lid]]&#039;s taunt sound when activated.&lt;br /&gt;
* The banner effect is yellow regardless of the user&#039;s team.&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_bible.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Flyswatter==&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| title=Flyswatter&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| image=flyswatter&lt;br /&gt;
| kill-icon=fireaxe&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Kills Scouts instantly}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;2026 Public Playtest&#039;&#039;&#039; Steam announcement|Addresses a large number of bug reports.}}&lt;br /&gt;
The &#039;&#039;&#039;Flyswatter&#039;&#039;&#039; was a [[Fire Axe]] sidegrade that dealt guaranteed crits towards Scouts, as well as having a 65% longer range and a 20% faster firing speed.&lt;br /&gt;
=== Properties ===&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Guitar&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.64 s&amp;lt;br&amp;gt;{{InlineTodo|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* Whilst the Flyswatter uses the Fire Axe&#039;s animations in first person, it uses all-class melee animations in third person.&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_flyswatter.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1st Minelayer Rework==&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| title=1st Minelayer Rework&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Scattergun&lt;br /&gt;
| image=Mine Layer&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle proximity mines}}&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout negative|-6 max stickybombs out}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout neutral|&amp;quot;What if it hit harder?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
=== Properties ===&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = TODO&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = TODO&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = TODO&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = TODO&lt;br /&gt;
 | mini-crit = TODO&lt;br /&gt;
 | mini-crit-ramp-up = TODO&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
* TEMPTEXT&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_minelayer.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=11366</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=11366"/>
		<updated>2026-09-02T09:40:38Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_demo&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| armor=60&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Demoman&#039;&#039;&#039; &#039;&#039;after blowing up an enemy mercenary&#039;&#039;|&#039;&#039;Oh, they&#039;re goin&#039; ta have to glue you back together... IN HELL!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Demoman&#039;&#039;&#039; is a demolitions expert and a self-described &amp;quot;Black Scottish Cyclops&amp;quot; from [[w:Ullapool|Ullapool]], [[w:Scotland|Scotland]] with a fascination for all things explosive and a fierce temper. He is a generalist [[Classes#Defense|defense class]] with powerful explosives and mobility options by the dozen.&lt;br /&gt;
&lt;br /&gt;
He specializes in explosives and has a wide range of weaponry involving them, such as a grenade launcher that can fire fast-moving grenade projectiles (often referred to as &#039;&#039;pills&#039;&#039; or &#039;&#039;pipes&#039;&#039;) that deal high amounts of damage in large areas,  a mine layer that lays mines on walls, floors or ceilings catching his enemies by surprise, or a grenade launcher referred to as &amp;quot;[[Cyclops|The Cyclops]]&amp;quot; that fires EMP grenade projectiles that can detonate instaneously upon him letting go of the trigger. This makes the Demoman a defensive powerhouse, with many mobility options and explosive weapons making him one of the best generalist classes in the entire game next to the [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
His most iconic mobility option is his sticky jump, where he uses his Stickybomb Launcher to exploit the self-damage and self-knockback aspects of his spiked bombs (referred to as &#039;&#039;stickies&#039;&#039;) to propel himself across great distances in any direction, with further stickies fired beneath him allowing for further velocity. However, since he doesn&#039;t have the same explosive damage resistance to these stickies as the Soldier, ambitious jumps may lead to immediate death.&lt;br /&gt;
&lt;br /&gt;
Demoman is voiced by Gary Schwartz.&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Ullapool, Scotland, United Kingdom&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; House Cleaning&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Boom Boom Baby.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Stickybomb jump&lt;br /&gt;
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy&#039;s bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
{{Weapon|Cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Stickybomb Launcher}}&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bottle}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Demoman Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Demoman…&lt;br /&gt;
* …press {{attack2}} to remotely detonate Stickybombs or fizzle out Mines you&#039;ve placed down.&lt;br /&gt;
* …set off explosives beneath your feet to jump great lengths.&lt;br /&gt;
* …crouch when preparing for an explosive jump in order to achieve maximum height.&lt;br /&gt;
* …use your [[Grenade Launcher]] for direct combat. Airborne grenades detonate immediately upon impact with an enemy.&lt;br /&gt;
* …the longer you hold down %attack% with the [[Stickybomb Launcher]], the farther the Stickybomb will shoot.&lt;br /&gt;
* …shoot Stickybombs onto walls and ceilings where they&#039;re hard to spot.&lt;br /&gt;
* …your [[Bottle]] can be used for close combat after explosive jumping into enemy territory.&lt;br /&gt;
* …your Bottle will deal the same amount of damage regardless of being smashed open.&lt;br /&gt;
* …throw your [[Dynamite Pack]] onto busy [[Control point (objective)|Control Points]] in order to clear off any enemies.&lt;br /&gt;
* …your Dynamite Pack can be disabled by enemy [[Engineers]]. Be mindful when hurling it into [[Sentry Gun]] nests.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from explosive jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …the [[Mine Layer]] shoots proximity Mines that automatically detonate if an enemy gets too close. Use it for an automated defense!&lt;br /&gt;
* …EMP grenades shot from the [[Cyclops]] will only detonate when you let them. Use this to time an explosive jump or set off a deadly trap!&lt;br /&gt;
* …the Cyclops instantly detonates your own explosives. Go for an aggressive combo kill!&lt;br /&gt;
* …you can use the Cyclops to fizzle out any nearby enemy Stickybombs, Dynamite Packs, and Mines.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разрушител|bg_m=Destroyer&lt;br /&gt;
|de=Demoman&lt;br /&gt;
|en=Demoman&lt;br /&gt;
|es=Demoman&lt;br /&gt;
|fr=Demoman&lt;br /&gt;
|hu=Robbantós|hu_m=Explosive?&lt;br /&gt;
|it=Demolitore|it_m=Demoman&lt;br /&gt;
|pl=Demoman&lt;br /&gt;
|pt-br=Demoman&lt;br /&gt;
|ro=Demoman&lt;br /&gt;
|ru=Подрывник|ru_m=Demoman&lt;br /&gt;
|tr=Demoman&lt;br /&gt;
|uk=Підривник|uk_m=Demoman&lt;br /&gt;
|zh-hans=爆破手|zh-hans_m=Demoman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Demoman&#039;s voice actor, Gary Schwartz, also voices the [[Heavy]] class.&lt;br /&gt;
*The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.&lt;br /&gt;
*The emblem on the Demoman&#039;s arm was originally a stick of dynamite, which was later changed to a bomb.&lt;br /&gt;
* The Demoman has a first-person view height of 68 Hu, shared with the [[Soldier]], [[Pyro]] and [[Engineer]].&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11345</id>
		<title>Creating custom weapons - VScript</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11345"/>
		<updated>2026-08-28T01:52:06Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: /* Direct hook method */ todo&amp;#039;d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Make the page more beginner friendly:&lt;br /&gt;
&lt;br /&gt;
Start simple&lt;br /&gt;
&lt;br /&gt;
Give plenty of examples that each go through multiple new things&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add explanations for detecting actions like attack, attack2 and reload&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
TF2C extends TF2 and MapBase&#039;s VScripting, making anything possible in either of them mostly possible in TF2C.&lt;br /&gt;
&lt;br /&gt;
VScript in TF2C uses [https://en.wikipedia.org/wiki/Squirrel_(programming_language) Squirrel] &amp;lt;sup&amp;gt;{{tooltip|Note|as of writing the actual squirrel website is inaccessible for whatever reason, so the Wikipedia page will have to do for now I suppose}}&amp;lt;/sup&amp;gt;, which is also used by TF2 and MapBase for their VScripting as well.&lt;br /&gt;
&lt;br /&gt;
= Hooks =&lt;br /&gt;
A hook in modding is when you get the game to run a function, so you can perform custom behavior or replace existing behavior. We can&#039;t actually replace TF2C&#039;s code directly of course, so instead we use a tool provided to us by Valve and the TF2C team called VScript.&amp;lt;br&amp;gt;&lt;br /&gt;
Hooking can be done in two ways, a table and collector (making a table of functions and collecting them) and a direct hook to the game&#039;s events. As of writing, the writer here has no idea what the difference is.&lt;br /&gt;
== Table and collector method ==&lt;br /&gt;
Here&#039;s an example table that disables Medic&#039;s health regen when he&#039;s holding a weapon that has a custom, schema defined attribute.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::AttributeTable &amp;lt;- {&lt;br /&gt;
// when a player heals&lt;br /&gt;
	function OnGameEvent_player_healed(params)&lt;br /&gt;
	{&lt;br /&gt;
		if (params.patient == params.healer) // if we heal ourselves&lt;br /&gt;
		{&lt;br /&gt;
			// get ourselves&lt;br /&gt;
			local player = GetPlayerFromUserID(params.patient)&lt;br /&gt;
			&lt;br /&gt;
			local activeweapon = player.GetActiveWeapon()&lt;br /&gt;
			&lt;br /&gt;
			// check the weapons attributes and &amp;quot;disable&amp;quot; healing if they have a specific attribute&lt;br /&gt;
			if ( activeweapon.GetAttribute(&amp;quot;medic no heal&amp;quot;, 0) == 1 )&lt;br /&gt;
			{&lt;br /&gt;
				if (player.GetPlayerClass() == Constants.ETFClass.TF_CLASS_MEDIC)&lt;br /&gt;
				{&lt;br /&gt;
					// unheal... basically&lt;br /&gt;
					player.SetHealth(player.GetHealth() - params.amount)&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And later we can do &amp;lt;code&amp;gt;__CollectGameEventCallbacks(AttributeTable)&amp;lt;/code&amp;gt; which collects all of our functions in the table and acts on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there is no such thing as a &amp;quot;medic no heal&amp;quot; attribute, we can just make one up in our item schema like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;7000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;			&amp;quot;medic no heal&amp;quot;&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;While Active: No longer passively heal&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;hidden&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;		&amp;quot;negative&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It also doesn&#039;t need an attribute class either, since the VScript only uses the attribute&#039;s name, so ideally you shouldn&#039;t have an attribute class on vscript attributes.&lt;br /&gt;
&lt;br /&gt;
== Direct hook method ==&lt;br /&gt;
The direct hook method is the same way the official April Fools weapon pack does its VScript attributes.{{InlineTodo|should we link this?}}&lt;br /&gt;
For example we&#039;re going to pick apart one of them, specifically the &amp;quot;mod shoot self&amp;quot; attribute.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::ListenToGameEvent( &amp;quot;player_shoot&amp;quot;, function( hEvent )&lt;br /&gt;
{&lt;br /&gt;
	// Get the player and throw away the event if the event isn&#039;t from the player&lt;br /&gt;
	local hPlayer = GetPlayerFromUserID( hEvent.userid );&lt;br /&gt;
	if ( !hPlayer )&lt;br /&gt;
	{&lt;br /&gt;
		return;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Get the weapon and throw away the event if the event isn&#039;t from the weapon &lt;br /&gt;
	local hWeapon = hPlayer.GetActiveWeapon()&lt;br /&gt;
	if ( !hWeapon || !hWeapon.GetAttribute( &amp;quot;mod shoot self&amp;quot;, 0 ) )&lt;br /&gt;
	{&lt;br /&gt;
		return;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Take damage equal to your health, plus 10&lt;br /&gt;
	hPlayer.TakeDamage( hPlayer.GetMaxHealth() + 10, Constants.FDmgType.DMG_PREVENT_PHYSICS_FORCE, hPlayer );&lt;br /&gt;
&lt;br /&gt;
	// For the sound to not get cut off from dying we need to emit it from the ragdoll.&lt;br /&gt;
	local hRagdoll = NetProps.GetPropEntity( hPlayer, &amp;quot;m_hRagdoll&amp;quot; );&lt;br /&gt;
	if ( hRagdoll )&lt;br /&gt;
	{&lt;br /&gt;
		hRagdoll.EmitSound( &amp;quot;Weapon_Scatter_Gun.Single&amp;quot; );&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Turn the player&#039;s head around so the shots are fired behind him.&lt;br /&gt;
	local angEyeAngles = hPlayer.EyeAngles()&lt;br /&gt;
&lt;br /&gt;
	angEyeAngles.x = -angEyeAngles.x;&lt;br /&gt;
	angEyeAngles.y += 180;&lt;br /&gt;
	if ( angEyeAngles.y &amp;gt; 180 )&lt;br /&gt;
	{&lt;br /&gt;
		angEyeAngles.y -= 360;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	hPlayer.SnapEyeAngles( angEyeAngles );&lt;br /&gt;
}, &amp;quot;mod_shoot_self&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We can actually easily condense the whole script into one line so it&#039;s easier to understand how the hook works and how it modifies the game behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;::ListenToGameEvent( &amp;lt;GameEvent&amp;gt;, function(args){behavior}, &amp;lt;String&amp;gt;)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now that we have it all condensed down into one line, this is basically how hooking a game event works. We run a function when a game event happens, which passes a table of information through args, and runs behavior.&lt;br /&gt;
For a much simpler example, here&#039;s a one-line piece of code that prints to the log whenever a gun is fired. &amp;lt;code&amp;gt;::ListenToGameEvent( &amp;quot;player_shoot&amp;quot;, function(event){printl(&amp;quot;doing things&amp;quot;)}, &amp;quot;didathing&amp;quot;)&amp;lt;/code&amp;gt; In this instance, the table of info is passed to &amp;quot;event&amp;quot;, which isn&#039;t used but is still required because the game still calls the function with that table regardless, and can&#039;t just throw it out.&lt;br /&gt;
will print &amp;quot;doing things&amp;quot; to the console whenever we shoot.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Script_Functions TF2&#039;s VScript Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Game_Events TF2&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Mapbase/Scripting/Script_Functions MapBase&#039;s VScript Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Script_Functions MapBase&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Source_2013_MP/Scripting/Game_Events Source 2013&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11344</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11344"/>
		<updated>2026-08-28T01:50:39Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: /* Armor */  you can use the todo template silly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039;|Excuse me, I&#039;m in need of medical attention!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is one of the most important resources in TF2 Classified because, as you can expect, you die if it reaches zero. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you&#039;re spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.&lt;br /&gt;
&lt;br /&gt;
Also check the table on the [[Classes]] page to see Health, Speed and Armor [[Classes#Stats|here]].&lt;br /&gt;
&lt;br /&gt;
== Health Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Base health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Overhealed health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Total increase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 300&lt;br /&gt;
| 450&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 150&lt;br /&gt;
| 225&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039; ([[Überspritze]])&lt;br /&gt;
| 140&lt;br /&gt;
| 210&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overheal&#039;&#039;&#039; is an effect where your health is increased above your base health,  maximum health up to 150% of their base health. For example, a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. The overheal decay time is the same regardless of your class. While a [[Spy]] can be boosted to 185 health and a [[Soldier]] is boosted to 300 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== Weapons that affect base health ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Überspritze]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Überspritze.png|120px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Überspritze decreases the Medic&#039;s maximum health by 10, down to 140.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. {{InlineTodo|Add more info}}&lt;br /&gt;
&lt;br /&gt;
Unlike health, armor cannot be given by [[Medics]], [[Buildings|Dispensers]] or resupply cabinets. It can instead be obtained from pickups or chargers in specific maps. Also, armor does not have an equivalent to overheal.&lt;br /&gt;
&lt;br /&gt;
=== Armor Comparison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Max armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed spies seeing health of cloaked enemy spies&lt;br /&gt;
* Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Deathmatch - Set player overheal decay 25% slower&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Added low health warning sound.&lt;br /&gt;
* Players will now make louder pain sounds when below 25% health.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Pickups]]&lt;br /&gt;
* [[Ammo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=11057</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=11057"/>
		<updated>2026-06-25T22:53:26Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] that specializes in close-range damage, ambush manoeuvres and guarding their team&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can allow the Pyro to quickly combo multiple sources of damage onto the opponent.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as airblast) in their primary weapons. The airblast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[Brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies&#039; mistakes can make Pyro one of the most game-changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you are mostly immune to burning and fire damage. Use your secondary and melee weapons against enemy Pyros to get a quicker kill.&lt;br /&gt;
* …you can set enemies [[afterburn|on fire]] and quickly retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower]] deals more damage the closer you are to the enemy.&lt;br /&gt;
* …your Flame Thrower chews up a lot of ammo. Pick up ammo packs and fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your Flame Thrower. Use corners and dropdowns to your advantage.&lt;br /&gt;
* …the Flame Thrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your Flame Thrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your [[Shotgun]] if enemies retreat beyond the short range of your Flame Thrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with retreating enemies in close range.&lt;br /&gt;
* …your [[Flare Gun]] can catch enemies on fire at long range. This works well for picking off far away enemies like [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your Shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
|zh-hans=火焰兵|zh-hans_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
** This retcon also makes the &#039;&#039;Pyroland&#039;&#039; fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Throughout &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man. Despite this, several classes mocked Pyro as effeminate in game.  &lt;br /&gt;
* Before the [[3.0.0|Steam release]], the Pyro had their ‘Activate the Charge!’ voice command replaced where they now yell &amp;quot;COME ON!&amp;quot; This voice line was lifted from prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The Pyro has a first-person view height of 68 Hu, shared with the [[Soldier]], [[Demoman]] and [[Engineer]].&lt;br /&gt;
* The grenades on Pyro&#039;s sash appear to be [[w:M18_smoke_grenade|M18 smoke grenades]]. This is (possibly coincidentally) the same type of grenade the HL2 grenade is modeled after.&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10925</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10925"/>
		<updated>2026-06-17T09:33:44Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Ideal final list of contents =&lt;br /&gt;
* Getting started&lt;br /&gt;
** Creating a custom item schema&lt;br /&gt;
** Setting up the schema&lt;br /&gt;
* Creating your first weapon&lt;br /&gt;
** Defining important stuff&lt;br /&gt;
** Attributes&lt;br /&gt;
** Models and sounds&lt;br /&gt;
** Using the weapon in-game&lt;br /&gt;
* Advanced weapon creation&lt;br /&gt;
** Custom models and sounds / soundscripts&lt;br /&gt;
** Customising visual effects&lt;br /&gt;
** Making custom attributes&lt;br /&gt;
** VScript {{note|couldn&#039;t this be split into a new article that talks about general vscript? -rei}}&lt;br /&gt;
* WIP&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the finished sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Prefab info&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab &amp;quot;shotgun killspeople&amp;quot;}} will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
* Localization strings in {{code|tf2c_english.txt}}&lt;br /&gt;
&lt;br /&gt;
* {{code|baseitem}} sets an item as the default in its slot. Rather finicky, so avoid using.&lt;br /&gt;
&lt;br /&gt;
* Attribute info&lt;br /&gt;
** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters.&lt;br /&gt;
** Attributes are defined in the attributes section of the schema using a similar system to item entries.&lt;br /&gt;
** Though attributes with custom code aren&#039;t possible without VScript (correct this if wrong), variants of existing attributes can be created by making a new attribute with the same attribute class. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}}&lt;br /&gt;
** Quite a few weapon attributes have interesting behavior if set to additive mode&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10924</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10924"/>
		<updated>2026-06-17T09:32:23Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Ideal final list of contents =&lt;br /&gt;
* Getting started&lt;br /&gt;
** Creating a custom item schema&lt;br /&gt;
** Setting up the schema&lt;br /&gt;
* Creating your first weapon&lt;br /&gt;
** Defining important stuff&lt;br /&gt;
** Attributes&lt;br /&gt;
** Models and sounds&lt;br /&gt;
** Using the weapon in-game&lt;br /&gt;
* Advanced weapon creation&lt;br /&gt;
** Custom models and sounds / soundscripts&lt;br /&gt;
** Customising visual effects&lt;br /&gt;
** Making custom attributes&lt;br /&gt;
** VScript&lt;br /&gt;
* WIP&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the finished sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Prefab info&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab &amp;quot;shotgun killspeople&amp;quot;}} will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
* Localization strings in {{code|tf2c_english.txt}}&lt;br /&gt;
&lt;br /&gt;
* {{code|baseitem}} sets an item as the default in its slot. Rather finicky, so avoid using.&lt;br /&gt;
&lt;br /&gt;
* Attribute info&lt;br /&gt;
** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters.&lt;br /&gt;
** Attributes are defined in the attributes section of the schema using a similar system to item entries.&lt;br /&gt;
** Though attributes with custom code aren&#039;t possible without VScript (correct this if wrong), variants of existing attributes can be created by making a new attribute with the same attribute class. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}}&lt;br /&gt;
** Quite a few weapon attributes have interesting behavior if set to additive mode&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10920</id>
		<title>User:Rei1556</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10920"/>
		<updated>2026-06-16T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hai! i&#039;m rei&amp;lt;br&amp;gt;&lt;br /&gt;
i&#039;m on the wiki to clean up formatting in some places and make templates&amp;lt;br&amp;gt;&lt;br /&gt;
i also put todos and notes on things (i can&#039;t exactly slap &amp;amp;#123;&amp;amp;#123;Citation Needed&amp;amp;#125;&amp;amp;#125; on a video game)&amp;lt;br&amp;gt;&lt;br /&gt;
sorry if i never leave edit summaries i&#039;m usually just adding a note tag with &amp;quot;are you sure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
templates i&#039;ve made:&lt;br /&gt;
&lt;br /&gt;
* [[Template:Note]]&lt;br /&gt;
* [[Template:InlineTodo]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10919</id>
		<title>User:Rei1556</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10919"/>
		<updated>2026-06-16T22:35:58Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hai! i&#039;m rei&amp;lt;br&amp;gt;&lt;br /&gt;
i&#039;m on the wiki to clean up formatting in some places and make templates&amp;lt;br&amp;gt;&lt;br /&gt;
i also put todos and notes on things (i can&#039;t exactly slap &amp;amp;#123;&amp;amp;#123;Citation Needed&amp;amp;#125;&amp;amp;#125; on a video game)&lt;br /&gt;
&lt;br /&gt;
templates i&#039;ve made:&lt;br /&gt;
&lt;br /&gt;
* [[Template:Note]]&lt;br /&gt;
* [[Template:InlineTodo]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10916</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10916"/>
		<updated>2026-06-16T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the above sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Basically everything about prefabs.&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab &amp;quot;shotgun killspeople&amp;quot;}} will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
* localization strings in {{code|tf2c_english.txt}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10915</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10915"/>
		<updated>2026-06-16T22:08:15Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
The following item classes are available in base Team Fortress 2. While some may be unchanged, TF2c tends to add extra functionality to these item classes.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{note|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
The following classes are exclusive to TF2c and only available within it. They may be hardcoded or have less attributes capable of modifying them.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10914</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10914"/>
		<updated>2026-06-16T22:05:05Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the above sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Basically everything about prefabs.&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, &amp;lt;code&amp;gt;prefab &amp;quot;shotgun killspeople&amp;quot;&amp;lt;/code&amp;gt; will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10913</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10913"/>
		<updated>2026-06-16T22:01:18Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: use lists properly you silly!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the above sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Basically everything about prefabs.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10888</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=10888"/>
		<updated>2026-06-16T14:33:48Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
=== Info to be added to the above sections ===&lt;br /&gt;
- It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
- It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10883</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10883"/>
		<updated>2026-06-16T14:15:05Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_{air}d_{target}&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_{air} =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_{target} =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10882</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10882"/>
		<updated>2026-06-16T14:09:41Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=smg&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=75&lt;br /&gt;
| reload-type=Magazine&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Now how about that? We&#039;re both more dangerous up close.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;SMG&#039;&#039;&#039; is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine.&lt;br /&gt;
&lt;br /&gt;
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range.&lt;br /&gt;
&lt;br /&gt;
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 4&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 24&lt;br /&gt;
 | mini-crit = 11&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 75&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;/br&amp;gt;{{tooltip|0.076 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.1 s&amp;lt;/br&amp;gt;{{tooltip|0.55 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Submetralhadora|pt-br_m=Submachine Gun&lt;br /&gt;
|bg=Лек автомат|bg_m=Light Machine Gun&lt;br /&gt;
|en=SMG&lt;br /&gt;
|fr=Mitraillette|fr_m=Submachine Gun&lt;br /&gt;
|de=SMG&lt;br /&gt;
|it=SMG&lt;br /&gt;
|ro=SMG&lt;br /&gt;
|ru=Пистолет-пулемёт|ru_m=Submachine Gun&lt;br /&gt;
|es=Metralleta|es_m=Machine Gun&lt;br /&gt;
|tr=SMG&lt;br /&gt;
|uk=Пістолет-кулемет|uk_m=Submachine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.0}} &lt;br /&gt;
* Added the Scout SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}} &lt;br /&gt;
* Removed Scout&#039;s SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered [[Coilgun]], SMG, and Revolver spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In older versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and Pistol in terms of use.&lt;br /&gt;
* Prior to the 3.0.0. update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a good thing to have at hand when things start getting personal, mate.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_smg.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=10877</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=10877"/>
		<updated>2026-06-16T03:11:57Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: why was this not here???&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by= Spy&lt;br /&gt;
| slot= PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Disguise Kit&#039;&#039;&#039; [https://web.archive.org/web/20250130090816/https://tf2classic.com/fight_or_flight/day1 publicity blurb]|Our latest quality-of-life feature takes the stress and heartache out of identity theft. Spies in [[Four-Team]] matches can click past their color-coded disguises and equip a Global Disguise, which passes you off as an ally to every enemy who sees you, regardless of team. No more playing passive around triple-team fights, or finding space in your coat for 27 fake passports, or fat-fingering the &amp;quot;toggle disguise team&amp;quot; button and typing something deplorable in chat by accident.&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Disguise Kit&#039;&#039;&#039;, formally the &amp;quot;Spytron 3000 Disguise Kit&amp;quot;, is the stock PDA for the [[Spy]]. It does not show up on his loadout screen. It appears to be a metallic hinged cigarette case, but actually contains an electronic disguising mechanism with a blank screen, and one team-colored button with two glowing yellow buttons. The buttons glow yellow regardless of which team the user is on. Regardless, it still contains six unusually shiny filtered cigarettes, a seventh of which the Spy constantly smokes. The cigarette paper appears white on RED and YLW, and dark brown on BLU and GRN.&lt;br /&gt;
&lt;br /&gt;
The Disguise Kit allows the Spy to disguise as any player, from any class, from any team. These include RED and BLU on normal maps, and additionally GRN and YLW on [[Four-Team|four-team]] maps. When playing on four-team maps, he can also disguise as the unnamed &#039;gray&#039; team, which shows enemy players the Spy disguised as the current team they are on. After activating the Disguise Kit, it takes 2 seconds before it is applied, during which the Spy is covered in smoke particles. These particles will follow him while he is cloaking, having the same opacity as his body. When changing disguises while disguised, it will take 0.5 seconds to apply, and no smoke particles will be visible to the enemy. The Spy cannot disguise while taunting, and taunting while disguised will remove his disguise. Pressing the attack button will bring out the Spy&#039;s last weapon.&lt;br /&gt;
&lt;br /&gt;
While disguised, the Spy will appear to enemies as a random player using that class on the chosen team, with that player&#039;s current loadout and health, being forced to use the speed of the disguised class (Scout&#039;speed being the only exeption to this rule). He will wear a paper mask, visible to friendly players, with the face of the class he is disguised as. If nobody is on that class, a random name from that server is used instead. Pressing the &amp;quot;last disguise&amp;quot; button while disguised will change the disguise&#039;s equipped weapon to the slot the Spy is using. If the Spy reloads his weapon, the disguise will reload its weapon as well. Voice commands from the Spy will appear as that class&#039;s equivalent voice command to the enemy. If the user attacks with a weapon (except the [[Sapper]]) or selects the friendly Spy disguise, their current disguise will instantly disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2 Classified&#039;&#039; introduces a new feature for the Spy, known as &amp;quot;Spywalk&amp;quot;. If the user presses the shift key, the Spy can walk at his normal speed. He will walk at normal speed all the time if the &amp;quot;Use Spywalk by default&amp;quot; setting (&amp;lt;code&amp;gt;tf2c_spywalk_inverted&amp;lt;/code&amp;gt;) is enabled. He is not able to walk through enemy players or [[buildings]], and will still take damage from them (without taking knockback or visibly being hurt) as normal. However, the Spy will be afflicted with [[Fishwhacker|bleed]] and [[afterburn]] as normal, which is a dead giveaway that he is an enemy in disguise. When the Spy dies, he will lose his disguise.&lt;br /&gt;
&lt;br /&gt;
[[Sentry Gun|Sentry Guns]] cannot detect the Spy while he is disguised as their team, and he will be able to use enemy [[Dispenser|Dispensers]], [[Teleporter|Teleporters]], the [[Payload]], and walk on objectives without capturing them. If the Spy becomes undisguised in front of a Sentry, it will track the Spy even when he re-disguises, which stops once he is out of the Sentry&#039;s range, hides out of its sight, or is ignored in favor of a closer target.&lt;br /&gt;
&lt;br /&gt;
When taunting, the Spy has an 85% chance of flicking a cigarette onto the ground, with a 15% chance of performing a &amp;quot;Spycrab&amp;quot; taunt where he imitates a crab and clicks the Disguise Kit above him. When looking upwards at an angle of 60 degrees or more, he will always perform the Spycrab taunt. This makes the Disguise Kit the only weapon in the game with two taunts.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = {{tooltip|Cigarette flick|85% chance}}&amp;lt;br&amp;gt;{{tooltip|Spycrab|15% chance, or when looking 60 degrees upwards.}}&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disguise&lt;br /&gt;
 | effect-duration = Indefinite&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|2 s|When undisguised}}&amp;lt;br&amp;gt;{{tooltip|0.5 s|While disguised}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Disguise Kit with GRN and YLW textures. &lt;br /&gt;
* Fixed disguised [[Critical hits|Critboost]] for the local player&lt;br /&gt;
* Ported the Concise Disguise menu.&lt;br /&gt;
* Enemy [[Spy|Spies]] that are disguised as Spies will now properly appear disguised.&lt;br /&gt;
* Ported concise disguise menu from live TF2. &lt;br /&gt;
* Fixed disguise weapons appearing with a wrong team color.&lt;br /&gt;
* Fixed disguised [[Spy|Spies]] using a wrong skin in certain cases.&lt;br /&gt;
* Fixed certain teams in [[4-team]] mode hearing disguised spies speaking in their normal voice and not as their disguise class.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Improved the Spy’s PDA aimmatrices when crouched. (Spycrabbing has been left untouched.) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed Spywalk not being applied clientside &lt;br /&gt;
* Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Global Disguises available on [[Four-Team]] maps, allowing you to appear friendly to all enemy teams&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements are now consistent with one another&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements for controllers have been overhauled&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at [[Spy]]&#039;s regular speed while disguised as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Fixed global disguise class portraits on the HUD displaying blue team’s ones instead when [[Invis Watch|cloaked]]&lt;br /&gt;
* Fixed missing particle when landing from a [[Jump Pads|jump pad]] as a global disguise [[spy]]{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added a Spywalk indicator on the Disguise HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Fixed crash regarding Spywalk indicator elements missing on custom HUDs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy can disguise as the [[Civilian]] if the server is using the command &amp;lt;code&amp;gt;tf2c_allow_special_classes 2&amp;lt;/code&amp;gt;, but he will not appear in the disguise menu. The player must instead use the command &amp;lt;code&amp;gt;disguise 10 -1&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When doing the cigarette flick taunt, the Spy will appear to flick his lit cigarette onto himself, then flick an unlit cigarette into the world once it has disappeared.&lt;br /&gt;
* The Disguise Kit has an unused third-person animation for pressing a button. If &amp;lt;code&amp;gt;pda_click&amp;lt;/code&amp;gt; is entered into the console, it will activate this animation.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Spywalk and Global Disguise feature are new features added in&#039;&#039;TF2 Classified&#039;&#039;.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt on &#039;&#039;TF2 Classified&#039;&#039; has 5% less probability of triggering (from 90% to 85%), while the Spycrab has 5% more (from 10% to 15%). The latter taunt&#039;s activation by pressing the taunt key while looking up is a &#039;&#039;Classified&#039;&#039;-exclusive feature.&lt;br /&gt;
* &#039;&#039;TF2 Classified&#039;&#039; now has a unique Disguise Kit model for the BLU Spy, who has a blue colored button and holds cigarettes colored in dark brown wrapping paper inside.&lt;br /&gt;
** This Disguise Kit texture was inspired from the official SFM short [https://www.youtube.com/watch?v=OR4N5OhcY9s| &amp;quot;Meet the Spy&amp;quot;] where it makes an appearance in the hands of the BLU Spy, hinting that Spies were originally supposed to receive a different colored disguise kit depending on their respective teams in the live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
** In &#039;&#039;TF2 Classified&#039;&#039; the GRN and YLW teams have also have received a matching disguise kit.&lt;br /&gt;
* In &#039;&#039;TF2 Classified&#039;&#039;, taunting while disguising will remove your disguise. In Live &#039;&#039;TF2&#039;&#039;, you simply cannot taunt while disguised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10876</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10876"/>
		<updated>2026-06-16T03:02:59Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=smg&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=75&lt;br /&gt;
| reload-type=Magazine&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Now how about that? We&#039;re both more dangerous up close.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;SMG&#039;&#039;&#039; is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine.&lt;br /&gt;
&lt;br /&gt;
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2){{note|are you sure?}}, even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range.&lt;br /&gt;
&lt;br /&gt;
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 4&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 24&lt;br /&gt;
 | mini-crit = 11&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 75&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;/br&amp;gt;{{tooltip|0.076 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.1 s&amp;lt;/br&amp;gt;{{tooltip|0.55 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Submetralhadora|pt-br_m=Submachine Gun&lt;br /&gt;
|bg=Лек автомат|bg_m=Light Machine Gun&lt;br /&gt;
|en=SMG&lt;br /&gt;
|fr=Mitraillette|fr_m=Submachine Gun&lt;br /&gt;
|de=SMG&lt;br /&gt;
|it=SMG&lt;br /&gt;
|ro=SMG&lt;br /&gt;
|ru=Пистолет-пулемёт|ru_m=Submachine Gun&lt;br /&gt;
|es=Metralleta|es_m=Machine Gun&lt;br /&gt;
|tr=SMG&lt;br /&gt;
|uk=Пістолет-кулемет|uk_m=Submachine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.0}} &lt;br /&gt;
* Added the Scout SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}} &lt;br /&gt;
* Removed Scout&#039;s SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered [[Coilgun]], SMG, and Revolver spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In older versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and Pistol in terms of use.&lt;br /&gt;
* Prior to the 3.0.0. update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a good thing to have at hand when things start getting personal, mate.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_smg.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10875</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10875"/>
		<updated>2026-06-16T02:41:48Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_a_i_rd_t_a_r_g_e_t&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_a_i_r =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_t_a_r_g_e_t =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10874</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10874"/>
		<updated>2026-06-16T02:40:18Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_a_i_rd_t_a_r_g_e_t&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_a_i_r =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_t_a_r_g_e_t =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10873</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10873"/>
		<updated>2026-06-16T02:38:23Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_a_i_rd_t_a_r_g_e_t&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;t_a_i_r =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_t_a_r_g_e_t =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10872</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10872"/>
		<updated>2026-06-16T02:27:09Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately {{code|(((velocity/30)*airtime)*distance from target)}}{{inlineTodo|make this cleaner?}}, where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10871</id>
		<title>User:Rei1556</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10871"/>
		<updated>2026-06-16T02:18:32Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: Created page with &amp;quot;hai! i&amp;#039;m rei (or possibly shale)  templates i&amp;#039;ve made:  * Template:Note * Template:InlineTodo&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hai! i&#039;m rei (or possibly shale)&lt;br /&gt;
&lt;br /&gt;
templates i&#039;ve made:&lt;br /&gt;
&lt;br /&gt;
* [[Template:Note]]&lt;br /&gt;
* [[Template:InlineTodo]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10870</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10870"/>
		<updated>2026-06-16T02:14:41Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{note|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10869</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10869"/>
		<updated>2026-06-16T02:14:06Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{tooltip|[note]|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Note&amp;diff=10868</id>
		<title>Template:Note</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Note&amp;diff=10868"/>
		<updated>2026-06-16T02:11:56Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: added the Note template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tooltip|&amp;lt;sup&amp;gt;[note]&amp;lt;/sup&amp;gt;|{{{1}}}}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10867</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10867"/>
		<updated>2026-06-16T02:10:38Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: added the Mirv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{tooltip|[note]|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{tooltip|[note]|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{tooltip|[note]|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{tooltip|[note]|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{tooltip|[note]|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{tooltip|[note]|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{tooltip|[note]|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{tooltip|[note]|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{tooltip|[note]|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:InlineTodo&amp;diff=10866</id>
		<title>Template:InlineTodo</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:InlineTodo&amp;diff=10866"/>
		<updated>2026-06-16T02:07:37Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: created the InlineTodo template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tooltip|&amp;lt;sup&amp;gt;[todo]&amp;lt;/sup&amp;gt;|{{{1}}}}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
</feed>