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		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11242</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=11242"/>
		<updated>2026-07-16T17:14:15Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Adjust the positions of the examples and text to look less messy.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it&#039;s &#039;&#039;&#039;very&#039;&#039;&#039; important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to fix the wonky indentation in the examples. It&#039;s inconsequential and fixing it here will make it look bad in Notepad ++, so it&#039;s best to leave it as is. Yeah, I&#039;m annoyed by it too lol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the very basics!&#039;&#039;&#039;&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 help you to start out with creating custom weapons. If it doesn&#039;t, consider asking for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|custom_items_game.txt}} 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;
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players&#039; sake, use the {{code|custom_items_game.txt}} method &#039;&#039;only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;prefabs&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;&amp;lt;internal name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;&amp;lt;item name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;&amp;lt;item type name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_quality&amp;quot;		&amp;quot;&amp;lt;item name colour&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;&amp;lt;dev console name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;&amp;lt;icon name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;&amp;lt;item class&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;&amp;lt;player model and c_model animations&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;bucket&amp;quot;				&amp;quot;&amp;lt;inventory slot override&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;bucket_position&amp;quot;		&amp;quot;&amp;lt;inventory subslot override&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;			&amp;quot;&amp;lt;view model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;			&amp;quot;&amp;lt;world model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;		&amp;quot;&amp;lt;backpack icon&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;		&amp;quot;&amp;lt;view model animation type&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;class&amp;gt;&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute name&amp;gt;&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;		&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;					&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;		&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;parameter&amp;gt;&amp;quot;			&amp;quot;value&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;&amp;lt;backpack select sound&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;&amp;lt;backpack deselect sound&amp;gt;&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
secondary&lt;br /&gt;
melee&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
action&lt;br /&gt;
utility&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
primary2&lt;br /&gt;
secondary&lt;br /&gt;
secondary2&lt;br /&gt;
melee&lt;br /&gt;
melee_allclass&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
item1&lt;br /&gt;
item2&lt;br /&gt;
item3&lt;br /&gt;
item4&lt;br /&gt;
passtime_ball&lt;br /&gt;
force_not_used&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;10000&amp;quot;	// Custom Pistol&lt;br /&gt;
		// You can add comments to your item schema with double slashes!&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;CUSTOM_PISTOL_TEST&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;Custom Pistol&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;#TF_Weapon_Pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;		&amp;quot;models/weapons/w_models/w_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/weapons/w_models/w_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;clip size bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;2&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.67&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;min_viewmodel_offset&amp;quot;	&amp;quot;10 0 -10&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;sound_single_shot&amp;quot;		&amp;quot;Weapon_Winger.Single&amp;quot;&lt;br /&gt;
				&amp;quot;sound_burst&amp;quot;			&amp;quot;Weapon_Winger.SingleCrit&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;ui/item_light_gun_pickup.wav&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;ui/item_light_gun_drop.wav&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&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;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;can headshot&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&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;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), paste the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&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;can headshot VISIBLE&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&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;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;			&amp;quot;positive&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;winger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;engineer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;model_player_per_class&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;engineer&amp;quot;	&amp;quot;models/weapons/v_models/v_pistol_engineer.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;scout&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Creating custom weapons - advanced]]&lt;br /&gt;
* [[Creating custom weapons - VScript]]&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11241</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=11241"/>
		<updated>2026-07-16T17:06:40Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Improved examples by showing their proper positions in the item schema, and by adding &amp;lt;...&amp;gt; for areas that should have more stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Adjust the positions of the examples and text to look less messy.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it&#039;s &#039;&#039;&#039;very&#039;&#039;&#039; important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to fix the wonky indentation in the examples. It&#039;s inconsequential and fixing it here will make it look bad in Notepad ++, so it&#039;s best to leave it as is. Yeah, I&#039;m annoyed by it too lol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the very basics!&#039;&#039;&#039;&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 help you to start out with creating custom weapons. If it doesn&#039;t, consider asking for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|custom_items_game.txt}} 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;
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players&#039; sake, use the {{code|custom_items_game.txt}} method &#039;&#039;only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;prefabs&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;&amp;lt;internal name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;&amp;lt;item name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;&amp;lt;item type name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_quality&amp;quot;		&amp;quot;&amp;lt;item name colour&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;&amp;lt;dev console name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;&amp;lt;icon name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;&amp;lt;item class&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;&amp;lt;player model and c_model animations&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;bucket&amp;quot;				&amp;quot;&amp;lt;inventory slot override&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;bucket_position&amp;quot;		&amp;quot;&amp;lt;inventory subslot override&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;			&amp;quot;&amp;lt;view model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;			&amp;quot;&amp;lt;world model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;		&amp;quot;&amp;lt;backpack icon&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;		&amp;quot;&amp;lt;view model animation type&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;class&amp;gt;&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute name&amp;gt;&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;		&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;					&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;		&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;parameter&amp;gt;&amp;quot;			&amp;quot;value&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;&amp;lt;backpack select sound&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;&amp;lt;backpack deselect sound&amp;gt;&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
secondary&lt;br /&gt;
melee&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
action&lt;br /&gt;
utility&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
primary2&lt;br /&gt;
secondary&lt;br /&gt;
secondary2&lt;br /&gt;
melee&lt;br /&gt;
melee_allclass&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
item1&lt;br /&gt;
item2&lt;br /&gt;
item3&lt;br /&gt;
item4&lt;br /&gt;
passtime_ball&lt;br /&gt;
force_not_used&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;10000&amp;quot;	// Custom Pistol&lt;br /&gt;
		// You can add comments to your item schema with double slashes!&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;CUSTOM_PISTOL_TEST&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;Custom Pistol&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;#TF_Weapon_Pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;		&amp;quot;models/weapons/w_models/w_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/weapons/w_models/w_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;clip size bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;2&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.67&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;min_viewmodel_offset&amp;quot;	&amp;quot;10 0 -10&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;sound_single_shot&amp;quot;		&amp;quot;Weapon_Winger.Single&amp;quot;&lt;br /&gt;
				&amp;quot;sound_burst&amp;quot;			&amp;quot;Weapon_Winger.SingleCrit&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;ui/item_light_gun_pickup.wav&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;ui/item_light_gun_drop.wav&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;can headshot&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&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;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&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;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), paste the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&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;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&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;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;			&amp;quot;positive&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;winger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;engineer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;model_player_per_class&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;engineer&amp;quot;	&amp;quot;models/weapons/v_models/v_pistol_engineer.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;scout&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Creating custom weapons - advanced]]&lt;br /&gt;
* [[Creating custom weapons - VScript]]&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11240</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=11240"/>
		<updated>2026-07-16T16:58:08Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Adjust the positions of the examples and text to look less messy.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it&#039;s &#039;&#039;&#039;very&#039;&#039;&#039; important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to fix the wonky indentation in the examples. It&#039;s inconsequential and fixing it here will make it look bad in Notepad ++, so it&#039;s best to leave it as is. Yeah, I&#039;m annoyed by it too lol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the very basics!&#039;&#039;&#039;&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 help you to start out with creating custom weapons. If it doesn&#039;t, consider asking for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|custom_items_game.txt}} 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;
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players&#039; sake, use the {{code|custom_items_game.txt}} method &#039;&#039;only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;prefabs&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;&amp;lt;internal name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;&amp;lt;item name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;&amp;lt;item type name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_quality&amp;quot;		&amp;quot;&amp;lt;item name colour&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;&amp;lt;dev console name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;&amp;lt;icon name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;&amp;lt;item class&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;&amp;lt;player model and c_model animations&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;bucket&amp;quot;				&amp;quot;&amp;lt;inventory slot override&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;bucket_position&amp;quot;		&amp;quot;&amp;lt;inventory subslot override&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;			&amp;quot;&amp;lt;view model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;			&amp;quot;&amp;lt;world model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;		&amp;quot;&amp;lt;backpack icon&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;		&amp;quot;&amp;lt;view model animation type&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;class&amp;gt;&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute name&amp;gt;&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;		&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;					&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;		&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;parameter&amp;gt;&amp;quot;			&amp;quot;value&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;&amp;lt;backpack select sound&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;&amp;lt;backpack deselect sound&amp;gt;&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
secondary&lt;br /&gt;
melee&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
action&lt;br /&gt;
utility&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
primary2&lt;br /&gt;
secondary&lt;br /&gt;
secondary2&lt;br /&gt;
melee&lt;br /&gt;
melee_allclass&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
item1&lt;br /&gt;
item2&lt;br /&gt;
item3&lt;br /&gt;
item4&lt;br /&gt;
passtime_ball&lt;br /&gt;
force_not_used&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;10000&amp;quot;	// Custom Pistol&lt;br /&gt;
		// You can add comments to your item schema with double slashes!&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;CUSTOM_PISTOL_TEST&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;Custom Pistol&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;#TF_Weapon_Pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;		&amp;quot;models/weapons/w_models/w_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/weapons/w_models/w_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;clip size bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;2&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.67&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;min_viewmodel_offset&amp;quot;	&amp;quot;10 0 -10&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;sound_single_shot&amp;quot;		&amp;quot;Weapon_Winger.Single&amp;quot;&lt;br /&gt;
				&amp;quot;sound_burst&amp;quot;			&amp;quot;Weapon_Winger.SingleCrit&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;ui/item_light_gun_pickup.wav&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;ui/item_light_gun_drop.wav&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;can headshot&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&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;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;40000&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
	&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
	&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
	&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), paste the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;attributes&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
		&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
		&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
		&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;40000&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
	&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
	&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
	&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
	&amp;quot;effect_type&amp;quot;			&amp;quot;positive&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
&amp;quot;item_iconname&amp;quot;		&amp;quot;winger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;model_player&amp;quot;		&amp;quot;models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl&amp;quot;&lt;br /&gt;
&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;engineer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;model_player_per_class&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;engineer&amp;quot;	&amp;quot;models/weapons/v_models/v_pistol_engineer.mdl&amp;quot;&lt;br /&gt;
	&amp;quot;scout&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Creating custom weapons - advanced]]&lt;br /&gt;
* [[Creating custom weapons - VScript]]&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11239</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=11239"/>
		<updated>2026-07-16T15:56:28Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 &amp;lt;sub&amp;gt;{{tooltip|Todo|should we link this?}}&amp;lt;/sub&amp;gt;&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;
= 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>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11238</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=11238"/>
		<updated>2026-07-15T15:12:48Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Fixed some minor errors&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;
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 &amp;lt;sub&amp;gt;{{tooltip|Todo|should we link this?}}&amp;lt;/sub&amp;gt;&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;
= 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>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11235</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=11235"/>
		<updated>2026-07-15T13:09:17Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;{{tooltip|TODO|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>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11234</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=11234"/>
		<updated>2026-07-15T13:08:58Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;{{tooltip|TODO|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>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11233</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=11233"/>
		<updated>2026-07-15T12:51:05Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;{{tooltip|TODO|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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11232</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=11232"/>
		<updated>2026-07-15T12:42:49Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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=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 a large number of bug reports.}}&lt;br /&gt;
TEMPTEXT&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 = 0.8 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;
=== Trivia ===&lt;br /&gt;
* TEMPTEXT&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Weapon_flyswatter.png&amp;diff=11231</id>
		<title>File:Weapon flyswatter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Weapon_flyswatter.png&amp;diff=11231"/>
		<updated>2026-07-15T12:42:28Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11230</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=11230"/>
		<updated>2026-07-15T12:33:10Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11229</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=11229"/>
		<updated>2026-07-15T12:31:57Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;
}}&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11228</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=11228"/>
		<updated>2026-07-15T12:31:32Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;
}}&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; is a variant of &#039;&#039;Team Fortress 2&#039;s&#039;&#039; [[tf:Buff Banner|Buff Banner]] that causes 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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11227</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=11227"/>
		<updated>2026-07-15T12:24:00Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;
}}&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;
TEMPTEXT&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_bible.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Weapon_bible.png&amp;diff=11226</id>
		<title>File:Weapon bible.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Weapon_bible.png&amp;diff=11226"/>
		<updated>2026-07-15T12:23:27Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11225</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=11225"/>
		<updated>2026-07-15T12:13:52Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;{{tooltip|TODO|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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11224</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=11224"/>
		<updated>2026-07-15T11:42:12Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
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;{{tooltip|TODO|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;
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;
=== 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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11223</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=11223"/>
		<updated>2026-07-15T11:40:33Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
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;{{tooltip|TODO|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;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the Scout&#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 his voicelines.&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11222</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=11222"/>
		<updated>2026-07-15T11:39:16Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
&lt;br /&gt;
&lt;br /&gt;
&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;
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;{{tooltip|TODO|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;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the Scout&#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 his voicelines.&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_spellbook_magazine.png&amp;diff=11221</id>
		<title>File:Backpack spellbook magazine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_spellbook_magazine.png&amp;diff=11221"/>
		<updated>2026-07-15T11:37:47Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Weapon_spellbookmagazine.png&amp;diff=11220</id>
		<title>File:Weapon spellbookmagazine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Weapon_spellbookmagazine.png&amp;diff=11220"/>
		<updated>2026-07-15T11:34:14Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11219</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=11219"/>
		<updated>2026-07-15T11:31:31Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
&lt;br /&gt;
&lt;br /&gt;
&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;
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;{{tooltip|TODO|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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the Scout&#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 his voicelines.&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Littleboy_demo.png&amp;diff=11218</id>
		<title>File:Littleboy demo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Littleboy_demo.png&amp;diff=11218"/>
		<updated>2026-07-15T11:30:30Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11217</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=11217"/>
		<updated>2026-07-15T11:24:12Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
&lt;br /&gt;
&lt;br /&gt;
&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;
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;{{tooltip|TODO|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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the Scout&#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 his voicelines.&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11216</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=11216"/>
		<updated>2026-07-15T11:10:12Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
&lt;br /&gt;
&lt;br /&gt;
&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;
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;{{tooltip|TODO|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;
=== 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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the Scout&#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 his voicelines.&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Weapon_haretrigger.png&amp;diff=11215</id>
		<title>File:Weapon haretrigger.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Weapon_haretrigger.png&amp;diff=11215"/>
		<updated>2026-07-15T11:09:52Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11214</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=11214"/>
		<updated>2026-07-15T11:06:34Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
&lt;br /&gt;
&lt;br /&gt;
&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;
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;{{tooltip|TODO|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;
&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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Little Boy&#039;&#039;&#039; was a passive weapon that decreased the Scout&#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 his voicelines.&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_wings.png&amp;diff=11213</id>
		<title>File:Backpack wings.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_wings.png&amp;diff=11213"/>
		<updated>2026-07-15T10:47:04Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_flyswatter.png&amp;diff=11212</id>
		<title>File:Backpack flyswatter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_flyswatter.png&amp;diff=11212"/>
		<updated>2026-07-15T10:47:04Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_bible.png&amp;diff=11211</id>
		<title>File:Backpack bible.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_bible.png&amp;diff=11211"/>
		<updated>2026-07-15T10:47:03Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11210</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=11210"/>
		<updated>2026-07-15T10:43:46Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11209</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=11209"/>
		<updated>2026-07-15T10:43:18Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&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;
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&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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11208</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=11208"/>
		<updated>2026-07-14T22:01:42Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
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&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=Shotgun &lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11207</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=11207"/>
		<updated>2026-07-14T21:59:25Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11206</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=11206"/>
		<updated>2026-07-14T21:58:09Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| title=Hare Trigger&lt;br /&gt;
| loadout-kind=Scattergun&lt;br /&gt;
| image=Shotgun &lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11205</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=11205"/>
		<updated>2026-07-14T21:45:34Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11204</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=11204"/>
		<updated>2026-07-14T21:45:28Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11203</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=11203"/>
		<updated>2026-07-14T21:45:22Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11202</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=11202"/>
		<updated>2026-07-14T21:45:06Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11201</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=11201"/>
		<updated>2026-07-14T21:44:56Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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 a port of &#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;
{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11200</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=11200"/>
		<updated>2026-07-14T21:21:15Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Aprilfools_2026.png&amp;diff=11199</id>
		<title>File:Aprilfools 2026.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Aprilfools_2026.png&amp;diff=11199"/>
		<updated>2026-07-14T21:20:37Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=April_Fools_2026&amp;diff=11198</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=11198"/>
		<updated>2026-07-14T21:19:21Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Created page with &amp;quot;{{stub}}   {{Quotation|&amp;#039;&amp;#039;&amp;#039;2026 Public Playtest&amp;#039;&amp;#039;&amp;#039; Steam announcement|Happy April, and thanks for sticking around for two months so far! It&amp;#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.)}}  The &amp;#039;&amp;#039;&amp;#039;April Fools 2026&amp;#039;&amp;#039;&amp;#039; update, also known as &amp;#039;&amp;#039;&amp;#039;3.0.8&amp;#039;&amp;#039;&amp;#039;, was the first April Fools update for Team Fortress 2 Classified...&amp;quot;&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:VIP-Race.png|right|450px]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Achievement_guide&amp;diff=11197</id>
		<title>Achievement guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Achievement_guide&amp;diff=11197"/>
		<updated>2026-07-10T00:17:15Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Move contents to a legacy page and add Classified&#039;s achievements.}}&lt;br /&gt;
&lt;br /&gt;
This is a list of all &#039;&#039;&#039;achievements&#039;&#039;&#039; available in &#039;&#039;Team Fortress 2 Classic&#039;&#039;, alongside a short guide on how to complete them, and an explanation of the name. There are currently 99 achievements, available in six &amp;quot;packs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some achievements&#039; descriptions are not helpful, are unintuitive or merely jokes, so this page aims to clear up any confusion that could arise from this. &lt;br /&gt;
&lt;br /&gt;
Achievements cannot be earned while &amp;lt;code&amp;gt;sv_cheats 1&amp;lt;/code&amp;gt; is enabled on the server the player is on.&lt;br /&gt;
&lt;br /&gt;
== Team Fortress 2 Classic Pack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | A Calculated Accident || This achievement requires you to be playing as a [[Soldier]] with the [[R.P.G.]] equipped. Playing in open maps like [[2Bridge]] and [[Dustbowl]] is recommended for this achievement, as well as any gamemodes where many enemies would need to cluster in a small area, like Payload or CP. If you aren&#039;t in a map with large sightlines, when you are approaching the frontlines, try firing off a few shots at an upward angle towards where any enemies may be on the off-chance that you hit someone. This is made easier by the fact that the R.P.G. has no damage falloff, so there&#039;s no need to worry about not being able to finish off enemies at long range.&lt;br /&gt;
The achievement&#039;s name is likely a reference to the way the weapon must be used to unlock the achievement, by making calculated guesses where enemies might be, but given the long distance, it&#039;s likely that the only kills done would be by accident.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | KA-BLOOIE! || This achievement requires you to be playing as a [[Demoman]] with the [[Dynamite Pack]] equipped. The Dynamite Pack does enough damage to take out both a level 3 [[Dispenser]] and [[Sentry]], alongside the [[Engineer]] if he is absent-minded enough. The Engineer poses a problem, as he can disable your Dynamite Pack with a single hit from his [[Wrench]], so throw it at an Engineer&#039;s nest while he is absent or dead, and have it destroy his [[Buildings]]. You can also use it on [[Teleporters]] or [[Jump Pads]], which are often left unattended. Repeat this until you&#039;ve destroyed 5 of any buildings with the Dynamite Pack.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fuse Refusal || As discussed above, this achievement requires you to be playing as an [[Engineer]]. Either wait for a [[Demoman]] to toss some [[Dynamite Pack|Dynamite]] your way, or leap into the fray and defuse any packs thrown at your teammates. To defuse it, simply hit it once with your [[Wrench]] within 2.5 seconds of it being thrown. This achievement is relatively simple, as the Dynamite Pack is a popular pick for Demoman players, and you only need to do this once to get the achievement. However, its short fuse time and the ability of the [[Cyclops]] to immediately detonate the pack will pose an issue to you if you are attempting to get this achievement.&lt;br /&gt;
The achievement is likely named &amp;quot;Fuse Refusal&amp;quot; because of the repeated &amp;quot;fuse&amp;quot; sound shared between the two words, creating a sense of consonance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | An Experienced World Traveler || To get this achievement, you must play one full round on [[Dustbowl]], [[2Fort]], [[Badlands]] (Control Points), [[Casbah]] and [[Well]] (Capture the Flag). You can search for servers by map in the &amp;quot;Find Servers&amp;quot; tab, or simply play on official servers until the map rotation puts you on the ones you need.&lt;br /&gt;
The achievement is taken from TF2, which is just called &amp;quot;World Traveler&amp;quot;, and includes the maps [[2Fort]], [[Dustbowl]], [[Granary]], [[Gravel Pit]], [[Hydro]], and [[Well]] (CP).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Destructive Criticism || This achievement requires you to get lucky enough to play in a server with a Developer, Community Contributor or Beta Tester, and skilled enough to &amp;quot;dominate&amp;quot; them, by killing them 4 times without being killed by them once. If you do end up in a game with them, play as the class you are best at, or [[Spy]], so you can target them without too much resistance. &lt;br /&gt;
The achievement&#039;s name is likely a play on the phrase &amp;quot;constructive criticism,&amp;quot; which refers to helpful feedback meant to improve something. In contrast, the use of &amp;quot;destructive&amp;quot; here humorously reflects the way this &amp;quot;criticism&amp;quot; is delivered by repeatedly killing the developer(s).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Texan Predictability || This achievement requires you to be playing as an [[Engineer]] with the [[Coilgun]] equipped. Charge up the gun by holding down alt-fire, and once the bar turns red, it gains the ability to ricochet, or bounce off of surfaces. Enclosed, indoor spaces or chokepoints work best for this, like the tunnel in [[Dustbowl]], and aiming horizontally will give you the highest chance of hitting someone. Ricochet shots off the walls around a corner or bend, and hope you hit a weakened enemy. Each bounce will lower the damage of the shot, and it can only bounce 3 times before dissipating, so aim carefully.&lt;br /&gt;
The achievement&#039;s name is likely a reference to the Engineer&#039;s home state of Texas, and the fact that you need to predict both the ricochet of the Coilgun and your enemy&#039;s position.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Deep Sleep || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped. Shoot an enemy, then go in for the kill. Beware, as shooting an enemy will alert them of your position and existence but will also colorblind them, lower their speed and ranged damage and make them take guaranteed [[Critical hits|Crits]] from melee weapons, making it easier for you to finish them off with your [[Knife]]. Mind that a critical hit with the Knife only does 120 damage, and the Tranquilizer Gun only does 20 damage, so try to target a light class. Do this ten times to get the achievement.&lt;br /&gt;
The achievement&#039;s name is likely a reference to what tranquilization actually does, knocking creatures unconscious, or &amp;quot;a deep sleep&amp;quot;, and the rhyming of the words &amp;quot;deep&amp;quot; and &amp;quot;sleep&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Birthday Blowout || This achievement requires you to be playing as a [[Pyro]]. Similarly to the Fuse Refusal achievement, this includes the defusal of a [[Dynamite Pack]], but by way of [[Airblast]] instead of the [[Wrench]]. The Dynamite Pack explodes after 2.5 seconds into four individual dynamite sticks, using the [[Flamethrower]], alt-fire to extinguish their fuses. Either wait for a [[Demoman]] to throw a Dynamite Pack at you, or seek them out to airblast them yourself. Extinguishing 20 of these sticks will get you the achievement.&lt;br /&gt;
A &amp;quot;birthday blowout&amp;quot; is an extravagant or over-the-top birthday celebration. It can also refer to the tradition of having lit candles on a birthday cake, and blowing on them to extinguish them. This could be seen as similar to the [[Pyro]] &amp;quot;blowing out&amp;quot; (airblasting) the &amp;quot;candles&amp;quot; (sticks of dynamite).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Badge of Shame || This achievement requires you to be playing in the [[VIP]] or [[VIP Race]] gamemodes. Approach the [[Civilian]] while he is alone or undefended, and just stand still. If he believes you are friendly, draw your melee weapon and hit him to provoke him. The Civilian&#039;s melee only does 35 damage, 105 on a crit, and he is unlikely to engage in combat, so try to corner him or put him in a situation where he believes he has no other choice but to engage you himself. Play as a non-threatening or &amp;quot;weak&amp;quot; class like [[Engineer]], [[Sniper]], [[Medic]], or [[Spy]] to encourage him to attack you, and try to take some damage beforehand to make it easier for him to finish you off with his melee.&lt;br /&gt;
This achievement&#039;s name comes from the term &amp;quot;Badge of Honor&amp;quot;; an expression of pride. Since the concept of being killed by a civilian is described as being &amp;quot;shameful&amp;quot;, you are not given a Badge of Honor, but of Shame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamemodes and Maps Pack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | The Entrepreneur || This achievement requires you to be playing as the [[Civilian]] in the [[VIP]] gamemode, and win a round without dying. To do this, stick close to your teammates and watch out for [[Sniper]]s and [[Spies]]. Absolutely do not go ahead of your teammates or engage in direct combat. Be as cautious as possible. It would be beneficial to have a [[Medic]] healing you at all times.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Loyal Servant || This achievement requires you to be playing as a [[Medic]] in the [[VIP]] or [[VIP Race]] gamemodes. The Civilian has 200 health, can go up to 300 with overheal and is the main target of the enemy team, so he needs quite a bit of healing. With enough time, you will be able to reach 5000 points of healing done to a Civilian. Some progress towards this achievement can also be made with [[Heavy]]&#039;s [[Sandvich]]es, granting 100 health each to the Civilian, and with [[Engineer]]&#039;s [[Dispenser]]s.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Restraining Order Violation || This achievement requires you to be playing in the [[VIP]] or [[VIP Race]] gamemodes. To get the achievement, you must kill the enemy [[Civilian]] four times in a single round. This is done easiest with the pick classes like [[Sniper]] and [[Spy]], or through assists as a [[Medic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | On The Run! || To get this achievement, you must play one full round on [[Badwater Basin (VIP)]], [[Blackstone Harbor]], [[Mineside]], and [[Trainyard]]. You can search for servers by map in the &amp;quot;Find Servers&amp;quot; tab, or simply play on official servers until the map rotation puts you on the ones you need.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fraudulent Transaction || This achievement requires you to be playing as a [[Spy]] in the [[VIP]] or [[VIP Race]] gamemodes. Disguise yourself as a favorable Boost recipient, like [[Heavy]], [[Soldier]] or [[Medic]], and if the [[Civilian]] does boost you with his [[Umbrella]] ([[Mini-crit]]s) or [[Derby Cane]] ([[Haste]]), [[Knife|backstab]] him, or [[Revolver|shoot]] him if he&#039;s on low enough health.&lt;br /&gt;
A Fraudulent Transaction is the unauthorized use of an individual&#039;s accounts or payment information. However, in this achievement, the fraudulent transaction revolves around the Spy&#039;s unauthorized use of the Civilian&#039;s buff.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Total Domination || This achievement requires you to be playing in the [[Domination]] gamemode, preferably on [[Oil Canyon]], [[Railway]] or [[Sawtooth]]. to get the achievement, your team must have all of the [[Control point (objective)|Control Point]]s under their control. Play as a [[Scout]] for faster travel from point to point as well as a higher capture rate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Oil and Water || To get this achievement, you must play one full round on [[Oil Canyon]] and [[Hydro]]. You can search for servers by map in the &amp;quot;Find Servers&amp;quot; tab, or simply play on official servers until the map rotation puts you on the ones you need. You do not need to win to get the achievement.&lt;br /&gt;
Oil and Water as liquids are well-known for their inability to be mixed, and are both considered to be fairly precious. &amp;quot;Hydro-&amp;quot; or &amp;quot;Hydr-&amp;quot; as a prefix refers to water, as in &amp;quot;hydroelectric&amp;quot; and &amp;quot;hydration&amp;quot;, hence the achievement&#039;s name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Undercover Boss || This achievement requires you to be playing as a [[Civilian]]. Stay near your teammates, and if they engage in combat, hide behind props, walls or corners. Your aura will still be accessible through walls. The aura grants 20% damage resistance, so if teammates take a total of 10000 damage while under its effects, you&#039;ll get the achievement for helping them resist a total of 2000 damage.&lt;br /&gt;
&amp;quot;Undercover Boss&amp;quot; was a reality TV show that saw high-ranking executives in multiple companies go undercover as &amp;quot;low-level&amp;quot; employees. Here, &amp;quot;undercover&amp;quot; takes on a much more literal meaning.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Employee of the Month || This achievement requires you to be playing on the same team as a [[Civilian]]. It is recommended you play as a [[Heavy]] or a [[Soldier]], but any class you are skilled at will work. If he buffs you, try to kill three enemies before the buff wears off. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | World&#039;s Best Boss || This achievement requires you to be playing as a [[Civilian]]. Grant a teammate a buff at an opportune time, and if they kill three enemies within the next 8 seconds, you will get this achievement. Do not, in most cases, rely on buffing [[Engineer]]s, [[Medic]]s or [[Spies]] while attempting this achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Hostile Takeover || This achievement requires you to be playing in the [[VIP]] or [[VIP Race]] gamemodes. To get the achievement, you must kill the enemy [[Civilian]], then two enemies using the crit boost you receive. This is a relatively simple achievement, as Civilians are likely to be near multiple teammates at all times. This achievement is probably done easiest by a skilled sniper, as he can one-shot the Civilian with no warning, then land critical bodyshots on any two classes with [[Medic]] health or lower.&lt;br /&gt;
A Hostile Takeover is when a company acquires another against the wishes of that company&#039;s management. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Look Out for the Little Guy || This achievement requires you to be playing on the same team as a [[Civilian]]. Stay close to him, and if any enemies attack him, target them. Killing 20 enemies who&#039;ve recently damaged your VIP will grant you the achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Urgent Care || This achievement requires you to be playing as a [[Medic]] in the [[VIP]] or [[VIP Race]] gamemodes. If a weaker enemy tries to engage the [[Civilian]] in close combat, after they hit him, target them and try to kill them with the [[Syringe Gun]], [[Bonesaw]] or a fully charged [[Shock Therapy]] hit. Killing the enemy that attacked your Civilian will grant you the achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Triple Agent || This achievement requires you to be playing as a [[Spy]] in any [[Four-Team]] maps. Target one team at a time, and keep track of which team each enemies you&#039;ve backstabbed are on. If you manage to backstab at least one player from each of the three enemy teams in one round, you&#039;ll get this achievement.&lt;br /&gt;
A Double Agent is an agent who pretends to be working for for one organization, while actually being allied with the enemy, much like a disguised Spy in TF2C. A triple agent would be an agent working for one organization, while simultaneously pretending to be working for &#039;&#039;two&#039;&#039; enemy organizations. The achievement&#039;s name seems to be incorrect, as the Spy would effectively be acting as a &#039;&#039;quadruple&#039;&#039; agent, as he would be allied with, for example [[YLW]], and pretending to be working for &#039;&#039;three&#039;&#039; enemy organizations, RED, GRN, and BLU.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Archaeology || Follow the guide on the [[Jinn]] page on how to complete this achievement.&lt;br /&gt;
Archaeology is the study of the human past through the excavation and analysis of material remains.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Bridge over Doubled Water || This achievement requires you to be playing as a [[Civilian]] in the [[VIP Race]] gamemode. You need to win a full round on both [[2Bridge]] and [[Drizzle]].&lt;br /&gt;
The achievement&#039;s name is a reference to the phrase &amp;quot;Bridge over troubled water&amp;quot;, but since there are 2 Bridges, the water is &amp;quot;doubled&amp;quot;. &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Back to the Drawing Board || This achievement requires you to be playing in the [[VIP Race]] gamemode. Wait until the enemy [[Civilian]] captures the first point, then kill him. This will reset the point, and award you the achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fast-track Status || This achievement requires you to be playing as a [[Civilian]] in the [[VIP Race]] gamemode. You&#039;ll need to have some luck to get this achievement, as this achievement relies on having highly skilled  teammates and/or low-skilled enemies. If your team can manage to win a round in under 3 minutes, you&#039;ll unlock the achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Escape Artist || This achievement requires you to be playing in the [[VIP Race]] gamemode. If the timer runs out, you&#039;ll enter Sudden Death mode. You&#039;ll be unable to respawn, so if your [[Civilian]] dies, you lose. If your Civilian escapes during Sudden Death mode, you&#039;ll get the achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | The Big Short || This achievement requires you to be playing as a [[Civilian]] with a Civilian on the enemy team. Stay near your teammates who are engaging with the enemy team and targeting the enemy VIP. If you assist in four kills against that VIP, you&#039;ll gain this achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Playmaker || This achievement requires you to be playing on [[2Bridge]]. Inside spawn, there is a functional air hockey table. Shoot the puck to knock it into the slot opposite from you three times to unlock the achievement.&lt;br /&gt;
In hockey, a playmaker is a player who excels at setting up scoring opportunities for their teammates through skillful passing.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fowl Play || This achievement requires you to be playing on [[Sunnyside]]. From point A, there is a structure with a large &amp;quot;C&amp;quot; over a doorway. Enter this building, and under the planks with the large health pack on it, is a pair of spinning crushers. Chase a chicken into that hole to unlock the achievement.&lt;br /&gt;
This achievement&#039;s name is a play on the phrase &amp;quot;foul play&amp;quot;, which refers to unfair or dishonest behavior. &amp;quot;Fowl&amp;quot; is a catch-all term for domesticated birds, especially and in this case, poultry.&lt;br /&gt;
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== Stock Pack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Je Suis James || This achievement requires you to be playing as a [[Spy]] with the [[Revolver]] equipped. The Revolver does up to 60 damage at point-blank range, and as a Spy, you can see enemy&#039;s health, so use this knowledge to your advantage to finish off weakened or isolated enemies with your Revolver. Cloak and retreat every time you do this to avoid dying, and getting three Revolver kills in a single life will grant you this achievement.&lt;br /&gt;
The achievement&#039;s name is French for &amp;quot;I am James&amp;quot;, which is likely a reference to another spy, James Bond&#039;s catchphrase; &amp;quot;The name&#039;s Bond, James Bond.&amp;quot; A more accurate translation for this, however, would be &amp;quot;Je m&#039;appelle James&amp;quot; (My name is James/I call myself James) or &amp;quot;Le nom est James&amp;quot; (The name is James)&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Aged Like Wine || This achievement requires you to be playing as a [[Demoman]] with the [[Stickybomb Launcher]] equipped. Place stickybombs in a place where enemies are likely to be (usually the objective), and detonate them when an enemy gets close to them after 5 seconds. The Stickybomb Launcher has a damage falloff mechanic where it doesn&#039;t do the maximum damage until after 5 seconds of being placed.&lt;br /&gt;
The phrase &amp;quot;Aged Like Wine&amp;quot; refers to something or someone that has improved with time, here referring to the stickybombs themselves&#039; damage increasing over time.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | If He Dies... || This achievement requires you to be playing as a [[Heavy]] with the [[Fists]] equipped. To get this achievement, you need to kill an enemy that is brandishing their melee weapon. Good targets include [[Engineer]]s and [[Spies]] who will be holding their melee weapons often, [[Medic]]s whose melee weapons are usually more reliable for damage than the syringe gun, &#039;&#039;especially&#039;&#039; if they&#039;re using the [[Überspritze]], unattended [[Civilian]]s, and [[Heavies]] using the [[Chekhov&#039;s Punch]].&lt;br /&gt;
The achievement&#039;s name is part of a quote from Rocky IV by Ivan Drago, &amp;quot;If he dies, he dies.&amp;quot; The character is also from the soviet union, and is a boxer, connecting him to Heavy through nationality and punching propensity.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | A Burning Memory || This achievement requires you to be playing as a [[Pyro]] with the [[Fire Axe]] equipped. Try to set as many enemies on fire as possible with your [[Flamethrower]] and [[Flare Gun]], and then die. if possible, kill any enemy [[Medics]], [[Pyro]]s, [[Civilian]]s or [[Dispenser]]s, as these can all cut their afterburn short. A full afterburn duration lasts 10 seconds, and deals a total of 60 damage. Setting 17 enemies on fire would suffice to complete the achievement, but since you aren&#039;t likely to be able to die immediately after setting someone on fire, it will likely take more.&lt;br /&gt;
A &amp;quot;Burning Memory&amp;quot; is a very vivid memory, one you aren&#039;t likely to forget. This is a play on words, as when you die, you are literally leaving a &#039;&#039;burning&#039;&#039; memory. It is also likely a reference to the popular song &amp;quot;It&#039;s Just a Burning Memory&amp;quot; by The Caretaker. - https://www.youtube.com/watch?v=xADSDapqn9o&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Full Transparency || This achievement requires you to be playing as a [[Spy]] with the [[Invis Watch]] equipped. While disguised and cloaked, stand near an enemy dispenser until your cloak meter refills, earning you the achievement. Try not to use a frequently used dispenser, and if an unattended one can be found, cloak near it. Level one dispensers will not be enough to sustain your cloak meter while invisible, so it needs to be at least level 2.&lt;br /&gt;
The phrase &amp;quot;Full Transparency&amp;quot; means to be completely open and honest. This is ironic because in order for the Spy to receive &amp;quot;full transparency&amp;quot; (i.e. full cloak meter), from the dispenser, he needs to deceive it by disguising.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Tele-Tourism || This achievement requires you to be playing as an [[Engineer]] with the [[PDA: Teleporter]] equipped. Place the entrance outside of spawn, and the exit as far as possible. To get the achievement, you need to teleport your teammates over a total distance of 10 kilometres, or 525,000 Hammer Units.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Phony Express || This achievement requires you to be playing as a [[Spy]]. Disguise as an enemy, and go to their spawn. Outside of it should be a teleporter. Use it, then backstab the nearest enemy Engineer. If done quickly enough, this will earn you the achievement.&lt;br /&gt;
This achievement&#039;s name is likely a reference to the Pony Express, an American mail delivery service that relied on a relay system of horseback riders to deliver mail across the country from 1860-1861.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Shotgun Messenger || This achievement requires you to be playing as a [[Pyro]] with the [[Shotgun]] equipped. In order to get this achievement, you need to land 3 shots where every pellet hits the enemy within 5 seconds. To do this, you need to be very close to an enemy. Getting a [[Haste]] boost from the [[Civilian]] would make this much easier. Target slower and less mobile classes for better results.&lt;br /&gt;
A &amp;quot;Shotgun Messenger&amp;quot; was a private guard for messengers who usually wielded a sawed-off shotgun to stave off bandits or raiders.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Molten Steal || This achievement requires you to be playing as a [[Pyro]] with the [[Flare Gun]] equipped. Stay near any other Pyros on your team, and if they set anyone on fire, shoot them with a flare. Killing an enemy in this way will grant you the achievement.&lt;br /&gt;
The achievement&#039;s name is a reference to molten steel, the liquid state of the iron-carbon alloy at around 1400 °C (~2500 °F). The &amp;quot;steal&amp;quot; part comes from &amp;quot;killstealing&amp;quot;, or finishing off an enemy that another player did the majority of the damage to, in order to take credit for the kill.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Mine&#039;s Bigger Than Yours || This achievement requires you to be playing as a [[Heavy]] with the [[Minigun]] equipped. Engage in combat with enemy heavies, try to ambush them and/or have a [[Medic]] healing you, but don&#039;t kill them too quickly, as they need to be revved-up to count as progress towards the achievement.&lt;br /&gt;
The achievement&#039;s name, as well as it&#039;s icon is likely a reference to a comparison of the sizes of the manhood of the Heavies, or even the players.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Traditional Medicine || This achievement requires you to be playing as a [[Medic]] with the [[Medi Gun]] or the [[Kritzkrieg]] equipped. Realistically, that is all you need to do, use those two mediguns effectively, and if done for long enough, you will accumulate 200,000 heal points. Consult the [[Basic Medic Strategy]] article for how to do this.&lt;br /&gt;
&amp;quot;Traditional Medicine&amp;quot; is a form of healthcare practices and knowledge passed down and developed over generations, often emphasizing holistic approaches and herbs. The mediguns are both traditional and very untraditional, as compared to the [[Rejuvenator]] from TF2C (2025), the mediguns from TF2 (2007 &amp;amp; 2008) could be considered &amp;quot;traditional healing&amp;quot; or medicine. They are also very untraditional, as the mediguns are devices entirely concocted by the Medic himself, and do not share any similarities with any real-life forms of medicine, traditional or modern.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Shrimp on the Barbie || This achievement requires you to be playing as a [[Sniper]] with the [[Huntsman]] equipped. Use the torches on [[DeGroot Keep]] or [[Krepost]] to light your arrows, or the [[Flamethrower|flames]] of a friendly [[Pyro]]. Getting a kill with this flaming arrow on an enemy standing near a wall can cause that enemy to be pinned to said wall, granting you this achievement.&lt;br /&gt;
Shrimp on the Barbie, or shrimp on the barbeque, is a stereotypically Australian dish of multiple shrimp skewered on a kebab and then barbequed. In this achievement, the shrimp is your enemy, the kebab is the arrow, and the barbequing is the flames from the arrow.&lt;br /&gt;
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== Death and Taxes Pack ==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | I&#039;m Just Needling You || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped. Use Spy&#039;s ability to see enemies&#039; health to find an enemy that is on 20 health or less, and kill him with your tranquilizer gun from a long range. The projectile does not fall much, but you will need to compensate horizontally for any movement as the projectile is quite slow at long ranges.&lt;br /&gt;
the phrase &amp;quot;I&#039;m just needling you&amp;quot; is in the same camp as phrases like &amp;quot;I&#039;m just pulling your leg&amp;quot;, meaning teasing or messing with someone.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Enter Sandman || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped. Tranquilize enemies that are about to be or are in a confrontation, from close range if possible to maximize the duration of the effect. All damage teammates deal to tranquilized enemies will grant you [[Scoreboard|support points]]. Getting 2000 support points in this way will grant you the achievement.&lt;br /&gt;
&amp;quot;Enter Sandman&amp;quot; is likely a reference to Metallica&#039;s 1991 song of the same name; https://www.youtube.com/watch?v=CD-E-LDc384 &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Rude Awakening || To get this achievement, use your melee weapon to kill a tranquilized enemy. Because [[tranquilization]] causes enemies to take guaranteed crits, the only difficult part of getting this achievement is to find a tranquilized player.&lt;br /&gt;
The term &amp;quot;rude awakening&amp;quot; here is a double entendre; referring to both being waken up in a rude manner (with tranquilization being &amp;quot;sleep&amp;quot; and getting melee&#039;d being the &amp;quot;awakening&amp;quot;), and the common meaning of coming to an unpleasant realization regarding something previously thought to be easy.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Air Sickness || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped and hit an airborne enemy.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Sleepwalker || To obtain this achievement, you need to kill 5 enemy [[Spy|Spies]] who have hit you with their [[Tranquilizer Gun]].&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Turn a Blind Eye || This achievement requires you to deal 5000 damage to enemies with mines from the [[Mine Layer]] where the mines are out of view. &lt;br /&gt;
The term &amp;quot;Turn a Blind Eye&amp;quot; means to pretend not to notice an action.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Prime of Your Life || To get this achievement, you need to damage enemies with 16 mines that have been active for at least 5 seconds in a single life. &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Like A Little Bunny || To get this achievement, you need to trigger 8 enemy mines through the means of walking near them without taking damage to yourself. The mines need to be at least 5 seconds old.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Disarmament || To get this achievement, as a [[Heavy]], trigger an enemy mine without walking near it. The mine has to be at least 5 seconds old.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Bourbon Flight || To get this achievement, you need to find an enemy mine and blast jump off it and travel a &amp;quot;long distance&amp;quot;. To do this, crouch-jump over a mine and let it detonate and propel you forward. Try get a 45 degree angle to get the furthest distance.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 1, 1, 1, Uhh... || To obtain this achievement, get a taunt kill with the [[Dynamite]]. This is hard to do so standing around corners or walls near densely populated areas would be a best bet. &lt;br /&gt;
The achievement name is most likely a reference to Meet The Spy where the [[Soldier]] says this line whilst trying to input a code to a keypad to gain access to the Intelligence Room.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Nail Biter || This achievement requires you to destroy 5 enemy [[Sentry Gun]]s as a [[Scout]] with the [[Nail Gun]]&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Gauge the Distance || This achievement requires you to shoot enemies with 300 nails from 15 metres away.&lt;br /&gt;
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== Fight or Flight Pack ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fight or Flight || This achievement requires you to be airborne and kill another airborne class. Most easy class to do this with would be [[Soldier]] with rocket jumping with the stock [[Rocket-Launcher]] due to the clip size.&lt;br /&gt;
The name is a reference to the Update.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Dead Air || This achievement requires you to be playing as a [[Sniper]]. Using either the [[Sniper Rifle]], [[Hunting Revolver]] or [[Huntsman]], you need to get a headshot kill while the enemy is in midair. It is recommended not to use the Huntsman for this achievement, as its projectile-based nature does not allow for accurate and fast headshots required to hit an enemy in midair.&lt;br /&gt;
Dead air is time during a stream or broadcast, such as television or radio, where there is an unintended period with a lack of video and audio.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Summary Execution	|| This achievement requires you to be playing as a [[Pyro]] with the [[Harvester]] equipped. To get this achievement, you need to get a critical kill on all nine [[Classes]] (excluding the [[Civilian]]) with a full HEAT meter. To charge up a crit with the Harvester, you need to ignite an enemy with your [[Flamethrower]] or [[Flare Gun]], and then hold the weapon while your enemies are still taking afterburn damage. Once the meter is full, you will be granted a guaranteed crit with the weapon. Kill one of each class with a crit from the weapon to get this achievement.&lt;br /&gt;
Summary execution is the executing of a person accused of a crime without the benefit of a fair trial.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Head Rush	|| This achievement requires you to be playing as a [[Pyro]] with the [[Harvester]] equipped. Similarly to Summary Execution, you need to get critical kills with the Harvester. Getting three kills in this way in the same life will grant you the achievement. Act like a spy and shoot [[Flaregun|flares]] at enemies to increase your HEAT meter and flank enemies to get your kills.&lt;br /&gt;
A &amp;quot;head rush&amp;quot; refers to the brief, lightheaded or dizzy feeling that can occur when standing up too quickly, often due to a sudden drop in blood pressure.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Don&#039;t Fear the Reaper	|| Engage in combat with [[Pyro]]s with the [[Harvester]] in combat, and if they&#039;ve ignited a teammate, kill them. This should extinguish them, and doing this 5 times should grant you this achievement.&lt;br /&gt;
Don&#039;t Fear the Reaper is a reference to the 1976 song by Blue Öyster Cult - https://www.youtube.com/watch?v=Dy4HA3vUv2c&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | No, Time to Die || This achievement requires you to be playing as a [[Spy]]. Engage in combat with [[Pyro]]s with the [[Harvester]] in combat, and if they ignite you, kill them. This should extinguish you, granting you the achievement. Don&#039;t cloak, as this will reduce the duration of the afterburn.&lt;br /&gt;
No, Time to Die is a reference to the James Bond film No Time to Die, but made more threatening by adding a comma.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Setup and Payoff || This achievement requires you to be playing as a [[Heavy]] with the [[Chekhov&#039;s Punch]] equipped. Punch enemies three times to fully charge the Chekhov&#039;s Punch, then kill an enemy with the critical melee punch provided. Be careful and make use of the Chekhov&#039;s Punch&#039;s longer range to gain some crits.&lt;br /&gt;
Setup and Payoff is a reference to Chekhov&#039;s Gun, a film trick where if you show or set something up in a previous act, it must be used or &amp;quot;pay off&amp;quot; later.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Chekhov&#039;s What? || This achievement requires you to be playing as a [[Heavy]] with the [[Shotgun]] equipped. It&#039;s recommended you also have the [[Chekhov&#039;s Punch]] equipped, or at least a pocket [[Medic]] using the [[Kritzkrieg]]. To get this achievement, you need to get 10 kills with a critical shotgun blast. This will work best at close range, as more pellets are likely to hit. Use the Chekhov&#039;s Punch to build up crits and use them to kill enemies.&lt;br /&gt;
The question of &amp;quot;Chekhov&#039;s What?&amp;quot; could be answered in two different ways here; &amp;quot;Chekhov&#039;s Gun!&amp;quot; or &amp;quot;Chekhov&#039;s Punch!&amp;quot;. Chekhov&#039;s Gun is a reference to the setup and payoff film technique, and Chekhov&#039;s Punch is a reference to the TF2C weapon.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | It&#039;s Dead! || This achievement requires you to be playing as a [[Medic]] with the [[Shock Therapy]] equipped. When the Shock Therapy is at 100% charge, it&#039;ll deal 100 damage, 300 damage on a crit, which is enough to kill a Heavy on full health. Attack a Heavy with the Chekhov&#039;s Punch equipped with the Shock Therapy at 100% charge to kill him in one hit, granting you the achievement.&lt;br /&gt;
It&#039;s Dead! Is likely a reference to a Frankenstein quote, another German mad scientist who brought his creation to life with a powerful surge of electricity. However, Frankenstein&#039;s quote was &amp;quot;It&#039;s Alive!&amp;quot;&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Terminal Velocity	|| To get this achievement, you need to use a [[Jump Pad]], and land on an enemy. If you kill them in this way, you&#039;ll get the achievement.&lt;br /&gt;
Terminal Velocity is the maximum falling speed that can be reached with earth&#039;s gravity and atmosphere.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Skyfall || This achievement requires you to be playing as a [[Spy]]. Use a [[Jump Pad]], then backstab an enemy when you land.&lt;br /&gt;
Skyfall is another James Bond film.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fan the Flames || To get this achievement, you need to walk over a [[Jump Pad]] while on fire. Doing so will extinguish your afterburn and grant you the achievement.&lt;br /&gt;
The achievement&#039;s name is ironic, because fanning flames notoriously tends to make them stronger.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fan Service || To get this achievement, you need to be playing as an [[Engineer]] using the [[PDA: Jump Pad]]. Just like the Tele-Tourism achievement, place Jump Pads outside of spawn. If they are used 1000 times, you&#039;ll get the achievement.&lt;br /&gt;
Fan Service refers to elements added to a work of fiction to appeal to the audience, often with a focus on sexual or risqué content.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Jumpstarter || To get this achievement, you need to be playing as an [[Engineer]] using the [[PDA: Jump Pad]]. Have teammates use your Jump Pads, and if they get a kill shortly after, you&#039;ll make progress towards the achievement. Have this happen 20 times, and you&#039;ll get the achievement. This will require you to place the Jump Pads close to the frontlines or the objective.&lt;br /&gt;
A jump starter is a portable battery device used to provide a temporary boost of power to a vehicle&#039;s dead or weak battery, allowing it to start the engine.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Out of Circulation || To get this achievement, you need to destroy 40 [[Jump Pad]]s.&lt;br /&gt;
Something that is Out of Circulation is something that is unavailable to the public or not in general use.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Back in a Flash || This achievement requires you to be playing as a [[Spy]] with [[L&#039;escampette]] equipped. Cloak and take advantage of the speed boost to quickly get behind enemy lines, collecting ammo packs to extend the cloak time, then backstab an enemy within 15 seconds of spawning.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Speedy Recovery || This achievement requires you to be playing as a [[Spy]] with [[L&#039;escampette]] equipped. While cloaked, if you take damage, collect an ammo pack without uncloaking. Doing so should refill your cloak meter and grant you the achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Hunt Down the Frenchman || This achievement requires you to be fighting a [[Spy]] with [[L&#039;escampette]] equipped. If he cloaks, try to guess where he will go, and attack him. Using explosives or [[Flamethrower|fire]] will make this much easier.&lt;br /&gt;
The achievement&#039;s name is likely a reference to the Half-Life fan game; Hunt Down the Freeman, but since the Spy is a Frenchman, this replaces the word &amp;quot;Freeman&amp;quot; in the title.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Duck Season || This achievement requires you to be playing as a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Attack airborne enemies like rocket-jumping [[Soldier]]s, double-jumping [[Scout]]s, [[Twin Barrel]]-jumping [[Pyro]]s, [[Coilgun]]-jumping [[Engineer]]s, or players using the [[Jump Pad]]. Killing 9 airborne enemies will grant you this achievement. You&#039;ll know if it counts towards the achievement if the final hit was a non-boosted mini-crit.&lt;br /&gt;
The achievement is likely a reference to the practice of hunting ducks by shooting them out of the air for sport.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Collective Punishment	|| This achievement requires you to be playing as a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Attack enemies that are grouped together and land direct hits, dealing splash damage to nearby enemies. Dealing 2000 splash damage in this way will grant you this achievement.&lt;br /&gt;
Collective punishment is the act of punishing an entire group for the actions of one or some of its members.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Policy of Containment	|| This achievement requires you to be playing as a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Don&#039;t attack enemies in close range, and don&#039;t don&#039;t stay in indoor or enclosed spaces to avoid damaging yourself with the splash. Don&#039;t equip the [[Chekhov&#039;s Punch]] to discourage enemies from engaging you in close-range melee combat.&lt;br /&gt;
The &amp;quot;policy of containment&amp;quot; was a geopolitical strategy pursued by the United States during the Cold War to prevent the spread of communism. [[Heavy]] is from the USSR.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Red Scare	|| This achievement requires you to be fighting a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Get close to him as a [[Scout]], attack him and dodge his shots to make him get hit by his own splash damage. If he dies to the splash damage, you&#039;ll get the achievement.&lt;br /&gt;
The term &amp;quot;Red Scare&amp;quot; refers to periods of intense anti-communist paranoia and suspicion in the United States, particularly during the early 20th century and after World War II.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Rabbit Season	|| This achievement requires you to be playing as a [[Pyro]] with the [[Twin Barrel]] equipped. Getting one close-range shot where all the pellets hit an enemy [[Scout]] will grant you this achievement.&lt;br /&gt;
The achievement is likely a reference to the practice of hunting rabbits for sport.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Rip and Tear!	|| This achievement requires you to be playing as a [[Pyro]] with the [[Twin Barrel]] equipped. Getting ten close-range kills where all the pellets hit the enemy will grant you the achievement.&lt;br /&gt;
&amp;quot;Rip and Tear!&amp;quot; is a reference to the DOOM song of the same name - https://www.youtube.com/watch?v=U-3kJcBfQ9w&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Bringing the Heat	|| This achievement requires you to be playing as a [[Pyro]] with the [[Twin Barrel]] equipped. Jump and shoot behind you to boost yourself towards an enemy then kill them, best done with a [[Harvester]] crit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Brick || ... &amp;lt;!--Don&#039;t add anything else here! Devs requested to keep this a secret--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Double Down Pack ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Unsinkable || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Don&#039;t Try This At Home || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Down with the Ship || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Breaking the Scale || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Combo Splatter || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Eagle Eye	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Precise Demolition || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | And I Would Blast 500 Miles	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Use More Bomb	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Burst Your Bubble	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | The Medical Record || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Marathon Surgery || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Herd Immunity	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Prescription Fraud || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Doctors About Mortars	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Crunch Culture || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Move Fast and Break Things || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Pecking Order	|| Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Weapons&amp;diff=11194</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Weapons&amp;diff=11194"/>
		<updated>2026-07-09T13:22:49Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added TF2 comparison section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039; are varying items that are used in combat and are selectable in the loadout menu.&lt;br /&gt;
__TOC__&lt;br /&gt;
= Main Weapons =&lt;br /&gt;
== [[Scout]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Soldier]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
{{Weapon|Admiralty Anchor}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Pyro]] ==&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;
== [[Demoman]] ==&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;
== [[Heavy]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Engineer]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|PDA: Teleporter}}&lt;br /&gt;
{{Weapon|PDA: Jump Pad}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Medic]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Rejuvenator}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Sniper]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Spy]] ==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Civilian]] ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
= Other Weapons =&lt;br /&gt;
== Gamemode-Specific ==&lt;br /&gt;
=== Action ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Grappling Hook}}&lt;br /&gt;
}}&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|PASS Time JACK}}&lt;br /&gt;
}}&lt;br /&gt;
= Comparison to Team Fortress 2 =&lt;br /&gt;
* Unlike &#039;&#039;Team Fortress 2&#039;&#039;, which requires weapons to be obtained before they can be equipped, &#039;&#039;Classified&#039;&#039; allows players to use any weapon from the start.&lt;br /&gt;
* Whilst &#039;&#039;Team Fortress 2&#039;&#039; uses [https://developer.valvesoftware.com/wiki/Half_Lambert Half Lambert] lighting for its first-person weapon models, &#039;&#039;Classified&#039;&#039; uses Lambert lighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=11193</id>
		<title>Syringe Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=11193"/>
		<updated>2026-07-09T13:12:05Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Removed irrelevant line about jet injectors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| kill-icon=syringegun medic&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| ammo-carried=150&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ooh, you make a good sharps container!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after killing multiple enemies with his syringe gun&#039;&#039;|&#039;&#039;Eins, zwei, drei... Ugh, I do not zhink ve brought enough body bags.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; is the default primary weapon of the [[Medic]]. It is a bulky, experimental, pneumatic syringe launcher with a team-colored canister that launches team-colored syringes.&lt;br /&gt;
&lt;br /&gt;
The Syringe Gun carries 40 syringe projectiles in a clip, dealing 10 damage each, and will rapidly fire in a stream. Unlike in &#039;&#039;[[Team Fortress 2]]&#039;&#039;, syringes deal slight knockback on enemies, have 25% decreased spread, are visually larger, and reload in 1.2 seconds (instead of 1.5 seconds). The syringes are reasonably accurate at medium range, yet their slow speed and sharp gravity falloff makes it difficult to connect them with moving enemies. The Syringe Gun&#039;s damage ramp-up is limited to 120%, as opposed to the 150% of most weapons. It is significantly weaker than other weapons, including the Medic&#039;s own [[Bonesaw]], and so is best used as a deterrent against pursuing enemies rather than as a viable weapon. The syringes cannot be [[airblast|airblasted]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 10&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 5&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 30&lt;br /&gt;
 | mini-crit = 14&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
 | carried = 150&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|0.083 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.2 s&amp;lt;br&amp;gt;{{tooltip|0.66 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Seringas|pt-br_m=Syringe Gun&lt;br /&gt;
|bg=Спринцовко-изстрелвач|bg_m=Syringe Shooter&lt;br /&gt;
|en=Syringe Gun&lt;br /&gt;
|fr=Pistolet à seringues|fr_m=Syringe Gun&lt;br /&gt;
|de=Spritzen-MG|de_m=Syringe Gun&lt;br /&gt;
|it=Pistola spara-siringhe|it_m=Syringe Gun&lt;br /&gt;
|ro=Pușcă de seringă|ro_m=Syringe Gun&lt;br /&gt;
|ru=Шприцемёт|ru_m=Syringe Gun&lt;br /&gt;
|es=Pistola de Jeringas|es_m=Syringe Gun&lt;br /&gt;
|tr=Şırınga Silahı|tr_m=Syringe Gun&lt;br /&gt;
|uk=Шприцомет|uk_m=Syringe Gun&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;
* Reverted Syringe Gun&#039;s projectile speed back to 1000 (was buffed to 1500 at some point in 2015)&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], Syringes and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable)&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players.&lt;br /&gt;
* Disabled muzzle light on Syringe Gun and [[Nail Gun|Nailgun]].{{sic}}&lt;br /&gt;
* Fixed the Syringegun&#039;s{{sic}} Glass from being rendered behind viewmodels. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Updated [[Nail Gun|nail]]/syringe projectiles: &lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Lowered the reload time to 1.2s (from 1.5s) to match the reload animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now deals knockback against enemies&lt;br /&gt;
* Lowered [[Nail Gun|Nailgun]],{{sic}} [[Pistol]] and Syringe Gun spread by 25%&lt;br /&gt;
* Added [[Nail Gun|nail]]/syringe impact sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed [[Nail Gun|nail]] and syringe projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated Nail projectiles (Nail Gun and Syringe Gun):&lt;br /&gt;
** Nails now calculate spread more accurately&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Fixed {{code|mod_rocket_gravity}} not working with syringes and arrows&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Medical devices known as &amp;quot;syringe guns&amp;quot; do exist in real life, being a pistol-grip mechanism which holds a single-use syringe.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;I&#039;ll make sure you won&#039;t leave unharmed!&amp;quot;&#039;&#039;&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Classified&#039;&#039;, the Syringe Gun&#039;s reload time was buffed from 1.305 seconds on live &#039;&#039;TF2&#039;&#039; to 1.2 seconds, which is 8.75% faster.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_syringegun_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_syringegun_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_syringegun_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_syringegun_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_syringegun_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>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11192</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11192"/>
		<updated>2026-07-09T13:02:58Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Cleaned the comparison up a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Trim the fat of the following three paragraphs. No-one&#039;s gonna read all that!}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release an airblast}}&lt;br /&gt;
{{Loadout neutral|Airblast deflects enemies and projectiles, and extinguishes burning teammates}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, and adjust their speed based on the player&#039;s movement, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the Pyro. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&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;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all non-Pyro classes by using the cvar &amp;lt;code&amp;gt;tf2c_burning_deathanim&amp;lt;/code&amp;gt;. The animations are unused content from live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, &#039;&#039;Classified&#039;&#039; restored the Flame Thrower&#039;s maximum-duration afterburn on contact that existed prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update. &#039;&#039;TF2&#039;&#039;&#039;s afterburn duration is based on how long the target is in contact with direct flames.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_flamethrower.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11191</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11191"/>
		<updated>2026-07-09T13:01:19Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Trim the fat of the following three paragraphs. No-one&#039;s gonna read all that!}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release an airblast}}&lt;br /&gt;
{{Loadout neutral|Airblast deflects enemies and projectiles, and extinguishes burning teammates}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, and adjust their speed based on the player&#039;s movement, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the Pyro. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&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;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all non-Pyro classes by using the cvar &amp;lt;code&amp;gt;tf2c_burning_deathanim&amp;lt;/code&amp;gt;. The animations are unused content from live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, &#039;&#039;Classified&#039;&#039; restored the Flame Thrower&#039;s maximum-duration afterburn on contact of which it exists prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update in 2017 from live &#039;&#039;Team Fortress 2&#039;&#039;. Live version&#039;s afterburn duration is based on how long the target is in contact with direct flames.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_flamethrower.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Tranquilizer_Gun&amp;diff=11190</id>
		<title>Tranquilizer Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Tranquilizer_Gun&amp;diff=11190"/>
		<updated>2026-07-09T12:58:19Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tranq&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: Color blind victim and slow their weapon and movement speed for 5s}}&lt;br /&gt;
{{Loadout positive|Tranquilized enemies take guaranteed crits from melee attacks}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In your dreams, chéri.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Tranquilizer Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Spy]]. It is a metal, pistol-shaped pneumatic dart gun that shoots a single large syringe dart, loaded by placing one in its barrel via a metal hinge. Even though the darts have a team-colored tracer, they will always appear black when embedded in the world.&lt;br /&gt;
&lt;br /&gt;
The Tranquilizer Gun fires one dart at a time, dealing 20 damage regardless of range, that will [[Tranquilize]] an enemy player for 5 seconds. The length of time tranquilized decreases with distance, down to 1.5 seconds at long range. There is no time reduction if the dart dealt [[Critical hit|critical]] or mini-crit damage. The effect will only last 50% as long if being healed by a [[Medi Gun]] or a [[Dispenser]]. Using a health pack, or being [[Medi Gun|ÜberCharged]], will instantly remove the effect. The Tranquilizer Gun can also damage enemy [[buildings]], but it will not apply the tranquilize effect. When shooting a [[Sapper|sapped]] [[Sentry Gun]], it will only deal 67% of its base damage (13, down from 20). Shooting the gun will remove the Spy&#039;s current [[Disguise Kit|disguise]].&lt;br /&gt;
&lt;br /&gt;
The dart travels faster than any projectiles, is 100% accurate, and is only affected by gravity by a small amount, making it viable to shoot enemies from a long distance away with minimal compensation. It will not deal any knockback. Like most projectiles, the dart can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Brush off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 20&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 60&lt;br /&gt;
 | mini-crit = 27&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Tranquilize&lt;br /&gt;
 | tranquilize-duration = {{tooltip|5 s|Close range}}&amp;lt;br&amp;gt;{{tooltip|1.5 s|Long range}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;/br&amp;gt;{{tooltip|0.3 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.9 s&amp;lt;/br&amp;gt;{{tooltip|1 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&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;| Tranquilizer Gun vs. Stock Revolver&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Inflicts debuffs to enemies&lt;br /&gt;
* Inflicts colorblindness&lt;br /&gt;
* Slows movement speed&lt;br /&gt;
* Slows weapon speed&lt;br /&gt;
* Is vulnerable to melee hits&lt;br /&gt;
➕ Has perfect accuracy&lt;br /&gt;
➕ Reloads passively&lt;br /&gt;
➕ Shoots quietly&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Does less damage per shot&lt;br /&gt;
➖ Has a lesser clip size&lt;br /&gt;
➖ Fires arcing projectiles instead of bullets&lt;br /&gt;
➖ Cannot destroy enemy stickybombs and mines &lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_kill}}&lt;br /&gt;
{{Achievement|achievement_tranq_support_progression}}&lt;br /&gt;
{{Achievement|achievement_tranq_hit_blastjump}}&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
{{Achievement|achievement_tranq_counter_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Tranquilizante|pt-br_m=Tranquilizer Gun&lt;br /&gt;
|bg=Успокоителният пистолет|bg_m=Tranquilizer Gun&lt;br /&gt;
|en=Tranquilizer Gun&lt;br /&gt;
|fr=Pistolet tranquillisant|fr_m=Tranquilizer Gun&lt;br /&gt;
|de=Betäubungspistole|de_m=Tranquilizer Gun&lt;br /&gt;
|it=Pistola tranquillante|it_m=Tranquilizer Gun&lt;br /&gt;
|ro=Pistol tranchilizant|ro_m=Tranquilizer Gun&lt;br /&gt;
|ru=Транквилизатор|ru_m=Tranquilizer&lt;br /&gt;
|es=Pistola Sedante|es_m=Sedative Gun&lt;br /&gt;
|tr=Yatıştırıcı Silah|tr_m=Tranquillizer Gun&lt;br /&gt;
|uk=Транквілізатор|uk_m=Tranquilizer&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 Tranquilizer&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.2}}&lt;br /&gt;
* Added the fixed tranq world model&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.6}}&lt;br /&gt;
* Changed Tranquilizer damage, projectile speed and spread&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.7}}&lt;br /&gt;
* Tranquilizer gun slowdown effect works now. It expires after 4 seconds&lt;br /&gt;
* We&#039;re now using the unused Sydney Sleeper dart as the Tranquilizer gun dart now&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Fixed the tranq dart and viewmodel (Blaseth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added Colteh&#039;s fixed Tranquilizer model&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Fixed collisions on the tranqualizer {{sic}}, [[Overhealer|overhealer]] and [[Lead Pipe|lead pipe]] (kida23)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.2}}&lt;br /&gt;
* Added Game Zombie’s new [[Fishwhacker|fishwhacker]], [[Nail Gun|Nailgun]] and tranq gun bucket icons&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added new Tranquilizer sounds (Trippy)&lt;br /&gt;
* Altered animations for the Tranquilizer Gun and the [[Poacher&#039;s Pride]] (Trippy)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed incorrect Tranquilizer dart trajectory&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Tranquilizer updated&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Reworked the Tranquilizer Gun:&lt;br /&gt;
** Uses a new model.&lt;br /&gt;
** Color blind&#039;s {{sic}} victims and reduces their move and turn speed for 5s.&lt;br /&gt;
** Tranqed enemies draw, reload and swing weapons slower.&lt;br /&gt;
** Reloads faster.&lt;br /&gt;
** Reloads whilst holstered.&lt;br /&gt;
** Tranqed enemies now have Snooze Particles to indicate they&#039;ve been hit.&lt;br /&gt;
** Dart Projectiles now work more like [[Flare Gun|Flares]].&lt;br /&gt;
** Has no damage fall-off.&lt;br /&gt;
* Fixed player being able to reload Tranquilizer Gun while cloaked.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Effect duration is now affected by distance falloff&lt;br /&gt;
* Effect reworked: Colorblinds victim, and slows their movements by 33% for up to 5s&lt;br /&gt;
* Slowing affects: Move speed, reload speed, weapon switch speed, melee attack speed, and [[Minigun]] spin-up and spin-down speed&lt;br /&gt;
* No longer affects mouse sensitivity&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Tranquilized enemies now take full crits from [[Knife|Knives]]&lt;br /&gt;
* Fixed the tranquilized debuff being near instantly removed by healing, now halves duration as intended&lt;br /&gt;
* Fixed tranquilized particles from staying on the player after immediately switching weapons&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Tranquilizer Gun:&lt;br /&gt;
** Dart trails have been heavily optimized and given a new appearance&lt;br /&gt;
** Increased projectile speed by 20%&lt;br /&gt;
** Tranquilized enemies now take [[Critical hits|crits]] from any melee attack&lt;br /&gt;
** Lowered tranquilized condition&#039;s movement speed penalty from -33% to -20%&lt;br /&gt;
** Tranquilized enemies now deal 20% less damage&lt;br /&gt;
** Does not apply to damage over time or melee damage&lt;br /&gt;
** Tranquilized enemies no longer have a melee firerate penalty&lt;br /&gt;
** Tranquilized effect duration is no longer affected by falloff if the weapon fires a crit or minicrit&lt;br /&gt;
* Support score is now awarded for damage dealt to enemies the player tranquilized&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Overhauled trail particle appearance&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Compression blast|deflected]] dart&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added kill icon for deflected darts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Fixed Tranquilizer Gun darts sticking to disguised Spies&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Damage reduction debuff has been replaced with a slower firerate debuff&lt;br /&gt;
* Tranquilizer darts now stick to players&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Fixed tranquilizer {{sic}} darts pinning ragdolls&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Tranquilizer originates from &#039;&#039;Team Fortress Classic&#039;&#039;, and was originally intended to return in &#039;&#039;Team Fortress 2&#039;&#039;, making it as far as the game&#039;s first trailer. It is unknown what the &#039;&#039;Team Fortress 2&#039;&#039; version&#039;s stats were.&lt;br /&gt;
* In the French translation of &#039;&#039;TF2 Classified&#039;&#039;, the weapon&#039;s quote has the French word &amp;quot;chérie&amp;quot; replaced with the English translation; &amp;quot;dear&amp;quot;. This is due the change of nationality for the Spy in the French dub.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_tranqgun_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_tranqgun_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_tranqgun_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_tranqgun_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_tranqgun_uni.png|Unused Global first-person view.&lt;br /&gt;
File:concept_tranquilizer_gun.png|Concept art by Blaholtzen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=11189</id>
		<title>Syringe Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=11189"/>
		<updated>2026-07-09T12:57:50Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Changed Bullet Count to Projectile Count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| kill-icon=syringegun medic&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| ammo-carried=150&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ooh, you make a good sharps container!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after killing multiple enemies with his syringe gun&#039;&#039;|&#039;&#039;Eins, zwei, drei... Ugh, I do not zhink ve brought enough body bags.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; is the default primary weapon of the [[Medic]]. It is a bulky, experimental, pneumatic syringe launcher with a team-colored canister that launches team-colored syringes.&lt;br /&gt;
&lt;br /&gt;
The Syringe Gun carries 40 syringe projectiles in a clip, dealing 10 damage each, and will rapidly fire in a stream. Unlike in &#039;&#039;[[Team Fortress 2]]&#039;&#039;, syringes deal slight knockback on enemies, have 25% decreased spread, are visually larger, and reload in 1.2 seconds (instead of 1.5 seconds). The syringes are reasonably accurate at medium range, yet their slow speed and sharp gravity falloff makes it difficult to connect them with moving enemies. The Syringe Gun&#039;s damage ramp-up is limited to 120%, as opposed to the 150% of most weapons. It is significantly weaker than other weapons, including the Medic&#039;s own [[Bonesaw]], and so is best used as a deterrent against pursuing enemies rather than as a viable weapon. The syringes cannot be [[airblast|airblasted]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 10&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 5&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 30&lt;br /&gt;
 | mini-crit = 14&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
 | carried = 150&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|0.083 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.2 s&amp;lt;br&amp;gt;{{tooltip|0.66 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Seringas|pt-br_m=Syringe Gun&lt;br /&gt;
|bg=Спринцовко-изстрелвач|bg_m=Syringe Shooter&lt;br /&gt;
|en=Syringe Gun&lt;br /&gt;
|fr=Pistolet à seringues|fr_m=Syringe Gun&lt;br /&gt;
|de=Spritzen-MG|de_m=Syringe Gun&lt;br /&gt;
|it=Pistola spara-siringhe|it_m=Syringe Gun&lt;br /&gt;
|ro=Pușcă de seringă|ro_m=Syringe Gun&lt;br /&gt;
|ru=Шприцемёт|ru_m=Syringe Gun&lt;br /&gt;
|es=Pistola de Jeringas|es_m=Syringe Gun&lt;br /&gt;
|tr=Şırınga Silahı|tr_m=Syringe Gun&lt;br /&gt;
|uk=Шприцомет|uk_m=Syringe Gun&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;
* Reverted Syringe Gun&#039;s projectile speed back to 1000 (was buffed to 1500 at some point in 2015)&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], Syringes and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable)&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players.&lt;br /&gt;
* Disabled muzzle light on Syringe Gun and [[Nail Gun|Nailgun]].{{sic}}&lt;br /&gt;
* Fixed the Syringegun&#039;s{{sic}} Glass from being rendered behind viewmodels. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Updated [[Nail Gun|nail]]/syringe projectiles: &lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Lowered the reload time to 1.2s (from 1.5s) to match the reload animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now deals knockback against enemies&lt;br /&gt;
* Lowered [[Nail Gun|Nailgun]],{{sic}} [[Pistol]] and Syringe Gun spread by 25%&lt;br /&gt;
* Added [[Nail Gun|nail]]/syringe impact sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed [[Nail Gun|nail]] and syringe projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated Nail projectiles (Nail Gun and Syringe Gun):&lt;br /&gt;
** Nails now calculate spread more accurately&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Fixed {{code|mod_rocket_gravity}} not working with syringes and arrows&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Classified&#039;&#039;, the Syringe Gun&#039;s reload time was buffed from 1.305 seconds on live &#039;&#039;TF2&#039;&#039; to 1.2 seconds, which is 8.75% faster.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Medical devices known as &amp;quot;syringe guns&amp;quot; do exist in real life, being a pistol-grip mechanism which holds a single-use syringe. There is also a related device known as a &amp;quot;[[WP:Jet_injector|jet injector]]&amp;quot;, which pneumatically injects liquids into patients. Although, not used for killing.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;I&#039;ll make sure you won&#039;t leave unharmed!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_syringegun_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_syringegun_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_syringegun_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_syringegun_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_syringegun_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>Static Fanatic</name></author>
	</entry>
</feed>