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Modding Database

Up to date with Steam · checked 9s ago· Viewing build 6745 (Oct 02 2026)

citadel_weapon_fencer_set

Pride of Ixiacitadel_ability_fencer_primaryweaponOpen the ability page

30 keys · inherits from hero_weapon_base

What it inherits is already merged in: this is the entry as the game compiled it.

citadel_weapon_fencer_set = {
_class = "citadel_ability_fencer_primaryweapon"
_editor = {
folder_name = "Hero Fencer"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = [
0{
m_eType = "CITADEL_ABILITY_HUD_ELEMENT_TYPE_GUN"
m_strContext = "gun"
}
]
}
m_eAbilityType = "EAbilityType_Weapon"
m_bStartTrained = true
m_vecSlashInfos =
m_DOFWhileZoomed = {
m_flDofFarCrisp = 100
m_flDofFarBlurry = 7000
m_flDofNearCrisp = 200
}
m_mapWeaponInfos =
m_sDisarmedSound = "Player.Weapon.Jammed"
m_strAbilityImage = "file://{images}/hud/abilities/weapon_damage.psd"
m_strAG2SourceName = "weapon"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_cameraSequenceZoom =
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_ON_BUTTON_IS_DOWN"
m_nAbilityPointsCost = 1
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_SPRINT | CITADEL_ABILITY_BEHAVIOR_IS_PRIMARY_WEAPON | CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_SILENT_CAST_FAILURE_FEEDBACK | CITADEL_ABILITY_BEHAVIOR_DISARMABLE | CITADEL_ABILITY_BEHAVIOR_NOT_SILENCABLE | CITADEL_ABILITY_BEHAVIOR_WEAPON_TOGGLE"
m_cameraSequenceUnZoom = {
m_nPriority = 2
m_vecFOVOperations = [
0{
m_flLerpBias = 0.75
m_flLerpDuration = 0.12
m_bApproachDefault = true
m_bSpringToDefault = true
m_eCameraOperation = "k_ECameraOp_Lerp"
m_flSpringStrength = 40
m_bValuesAreRelative = true
}
]
}
m_mapAbilityProperties =
m_sObstructedShotSound = ""
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED | MODIFIER_STATE_IS_ASLEEP"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_flMinDisarmedSoundInterval = 0.1
m_strSwipeTracerParticleLeft = "particles/weapon_fx/fencer/fencer_tracer_left.vpcf"
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_strSwipeTracerParticleRight = "particles/weapon_fx/fencer/fencer_tracer_right.vpcf"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_strSwipeTracerParticleRightMove = "particles/weapon_fx/fencer/fencer_tracer_right_move.vpcf"
}

History

  1. 6722–6745changed
    • +display_namePride of Ixia
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_Spread = 0
      		m_flRange = 1000
      		m_bCanZoom = true
      		m_iBullets = 1
      		m_flZoomFOV = 35
      		m_iClipSize = 15
      		m_flCycleTime = 0.38
      		m_nRecoilSeed = 32152
      		m_flBulletSpeed = 5000
      		m_flDamageForce = 50
      		m_flRecoilSpeed = 5
      		m_strShootSound = "Fencer.Wpn.Fire"
      		m_StandingSpread = 1.5
      		m_flBulletDamage = 18.5
      		m_flBulletRadius = 10
      		m_flCritBonusEnd = 1.65
      		m_reloadDuration = 2.5
      		m_strReloadSound = "Fencer.Wpn.Reload.Start"
      		m_strZoomInSound = "Wraith.Wpn.Zoom.In"
      		m_VerticallRecoil = 
      		{
      			m_Range = [ 0, 0 ]
      			m_flBurstSlope = 0
      			m_flBurstConstant = 0
      			m_flBurstExponent = 0
      		}
      		m_flVerticalPunch = 0
      		m_iBurstShotCount = 1
      		m_strZoomOutSound = "Wraith.Wpn.Zoom.Out"
      		m_BulletSpeedCurve = 
      		{
      			m_spline = 
      			[
      				{
      					x = 0
      					y = 22500
      					m_flSlopeIncoming = 0
      					m_flSlopeOutgoing = 0
      				},
      				{
      					x = 100
      					y = 22500
      					m_flSlopeIncoming = 0
      					m_flSlopeOutgoing = 0
      				},
      			]
      			m_tangents = 
      			[
      				{
      					m_nIncomingTangent = "CURVE_TANGENT_SPLINE"
      					m_nOutgoingTangent = "CURVE_TANGENT_SPLINE"
      				},
      				{
      					m_nIncomingTangent = "CURVE_TANGENT_SPLINE"
      					m_nOutgoingTangent = "CURVE_TANGENT_SPLINE"
      				},
      			]
      			m_vDomainMaxs = [ 100, 22500 ]
      			m_vDomainMins = [ 0, 1 ]
      		}
      		m_HorizontalRecoil = 
      		{
      			m_Range = [ 0, 0 ]
      			m_flBurstExponent = 0
      		}
      		m_flBulletLifetime = 1
      		m_flCritBonusStart = 1.65
      		m_mapImpactEffects = 
      		{
      			dirt = 
      			{
      			}
      			wood = 
      			{
      				m_strDecal = "Impact.Wood"
      				m_strParticle = "particles/impact_fx/impact_wood.vpcf"
      			}
      			flesh = 
      			{
      				m_strDecal = ""
      				m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf"
      			}
      			metal = 
      			{
      			}
      			default = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strSound = "Default.BulletImpact"
      				m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      			}
      			portals = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strSound = ""
      				m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      			}
      			concrete = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      			}
      			leafy_tree = 
      			{
      			}
      			solidmetal = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      			}
      			wood_plank = 
      			{
      				m_strDecal = "Impact.Wood"
      				m_strParticle = "particles/impact_fx/impact_wood.vpcf"
      			}
      			metalvehicle = 
      			{
      			}
      		}
      		m_flHorizontalPunch = 0
      		m_flReloadMoveSpeed = "10000"
      		m_flScatterYawScale = 1
      		m_strReloadEndSound = ""
      		m_flZoomFOV_Relative = -40
      		m_strBulletWhizSound = "Wraith.Wpn.Whizby"
      		m_flCritBonusEndRange = 1500
      		m_flDamageFalloffBias = 0.5
      		m_flBulletGravityScale = 0
      		m_flBulletReflectScale = 0
      		m_flBulletWhizDistance = 80
      		m_iAmmoConsumedPerShot = 1
      		m_eAttachmentSourceType = "EAttachmentSource_Custom"
      		m_flBulletReflectAmount = 1
      		m_flCritBonusStartRange = 500
      		m_flIntraBurstCycleTime = 0
      		m_flRecoilRecoverySpeed = 5
      		m_strWeaponImpactEffect = "particles/weapon_fx/fencer/fencer_tracer_impact.vpcf"
      		m_bBulletShouldUseVerlet = true
      		m_flCritBonusAgainstNPCs = 0
      		m_flZoomMoveSpeedPercent = 1
      		m_flDamageFalloffEndRange = 1000
      		m_flDamageFalloffEndScale = 1
      		m_flShootMoveSpeedPercent = 0.75
      		m_szMuzzleFlashEffectName = "particles/weapon_fx/fencer/fencer_firing.vpcf"
      		m_AimingShootSpreadPenalty = [ 0, 0 ]
      		m_bHitOnceAcrossAllBullets = true
      		m_flDamageFalloffStartRange = 1000
      		m_flDamageFalloffStartScale = 1
      		m_flShootSpreadPenaltyDecay = 2
      		m_flShootingUpSpreadPenalty = 0
      		m_strCustomAttachmentSource = "attach_sword_fx"
      		m_flRecoilRecoveryDelayFactor = 0.05
      		m_flShootSpreadPenaltyPerShot = 0
      		m_szBulletTravelTracerParticle = ""
      		m_flShootSpreadPenaltyDecayDelay = 0
      		m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Hero"
      		m_flBulletInheritShooterVelocityScale = 0
      		m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      		m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Hero.Large"
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • +m_cameraSequenceZoom
      { 2 keys }
      {
      	m_nPriority = 2
      	m_vecFOVOperations = 
      	[
      		{
      			m_flLerpGain = 0.75
      			m_flLerpDuration = 0.1
      			m_bSpringToDefault = false
      			m_eCameraOperation = "k_ECameraOp_Spring"
      			m_flSpringStrength = 40
      			m_bLerpEndAtDefault = false
      			m_bValuesAreRelative = true
      		},
      		{
      			m_eCameraOperation = "k_ECameraOp_Maintain"
      		},
      	]
      }
    • +m_cameraSequenceUnZoom
      { 2 keys }
      {
      	m_nPriority = 2
      	m_vecFOVOperations = 
      	[
      		{
      			m_flLerpBias = 0.75
      			m_flLerpDuration = 0.12
      			m_bApproachDefault = true
      			m_bSpringToDefault = true
      			m_eCameraOperation = "k_ECameraOp_Lerp"
      			m_flSpringStrength = 40
      			m_bValuesAreRelative = true
      		},
      	]
      }
    • −m_WeaponInfo
      { 68 keys }
      {
      	m_Spread = 0
      	m_flRange = 1000
      	m_bCanZoom = true
      	m_iBullets = 1
      	m_flZoomFOV = 35
      	m_iClipSize = 15
      	m_flCycleTime = 0.38
      	m_nRecoilSeed = 32152
      	m_flBulletSpeed = 5000
      	m_flDamageForce = 50
      	m_flRecoilSpeed = 5
      	m_strShootSound = "Fencer.Wpn.Fire"
      	m_StandingSpread = 1.5
      	m_flBulletDamage = 18.5
      	m_flBulletRadius = 10
      	m_flCritBonusEnd = 1.65
      	m_reloadDuration = 2.5
      	m_strReloadSound = "Fencer.Wpn.Reload.Start"
      	m_strZoomInSound = "Wraith.Wpn.Zoom.In"
      	m_VerticallRecoil = 
      	{
      		m_Range = [ 0, 0 ]
      		m_flBurstSlope = 0
      		m_flBurstConstant = 0
      		m_flBurstExponent = 0
      	}
      	m_flVerticalPunch = 0
      	m_iBurstShotCount = 1
      	m_strZoomOutSound = "Wraith.Wpn.Zoom.Out"
      	m_BulletSpeedCurve = 
      	{
      		m_spline = 
      		[
      			{
      				x = 0
      				y = 22500
      				m_flSlopeIncoming = 0
      				m_flSlopeOutgoing = 0
      			},
      			{
      				x = 100
      				y = 22500
      				m_flSlopeIncoming = 0
      				m_flSlopeOutgoing = 0
      			},
      		]
      		m_tangents = 
      		[
      			{
      				m_nIncomingTangent = "CURVE_TANGENT_SPLINE"
      				m_nOutgoingTangent = "CURVE_TANGENT_SPLINE"
      			},
      			{
      				m_nIncomingTangent = "CURVE_TANGENT_SPLINE"
      				m_nOutgoingTangent = "CURVE_TANGENT_SPLINE"
      			},
      		]
      		m_vDomainMaxs = [ 100, 22500 ]
      		m_vDomainMins = [ 0, 1 ]
      	}
      	m_HorizontalRecoil = 
      	{
      		m_Range = [ 0, 0 ]
      		m_flBurstExponent = 0
      	}
      	m_flBulletLifetime = 1
      	m_flCritBonusStart = 1.65
      	m_mapImpactEffects = 
      	{
      		dirt = 
      		{
      		}
      		wood = 
      		{
      		}
      		flesh = 
      		{
      			m_strDecal = ""
      			m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf"
      		}
      		metal = 
      		{
      		}
      		default = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strSound = "Default.BulletImpact"
      			m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      		}
      		portals = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strSound = ""
      			m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      		}
      		concrete = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      		}
      		leafy_tree = 
      		{
      		}
      		solidmetal = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf"
      		}
      		wood_plank = 
      		{
      		}
      		metalvehicle = 
      		{
      		}
      	}
      	m_flHorizontalPunch = 0
      	m_flReloadMoveSpeed = "10000"
      	m_flScatterYawScale = 1
      	m_strReloadEndSound = ""
      	m_flZoomFOV_Relative = -40
      	m_strBulletWhizSound = "Wraith.Wpn.Whizby"
      	m_flBurstShotCooldown = 0
      	m_flCritBonusEndRange = 1500
      	m_flDamageFalloffBias = 0.5
      	m_flBulletGravityScale = 0
      	m_flBulletReflectScale = 0
      	m_flBulletWhizDistance = 80
      	m_iAmmoConsumedPerShot = 1
      	m_eAttachmentSourceType = "EAttachmentSource_Custom"
      	m_flBulletReflectAmount = 1
      	m_flCritBonusStartRange = 500
      	m_flRecoilRecoverySpeed = 5
      	m_strWeaponImpactEffect = "particles/weapon_fx/fencer/fencer_tracer_impact.vpcf"
      	m_bBulletShouldUseVerlet = true
      	m_flCritBonusAgainstNPCs = 0
      	m_flZoomMoveSpeedPercent = 1
      	m_flDamageFalloffEndRange = 1000
      	m_flDamageFalloffEndScale = 1
      	m_flShootMoveSpeedPercent = 0.75
      	m_szMuzzleFlashEffectName = "particles/weapon_fx/fencer/fencer_firing.vpcf"
      	m_AimingShootSpreadPenalty = [ 0, 0 ]
      	m_bHitOnceAcrossAllBullets = true
      	m_flDamageFalloffStartRange = 1000
      	m_flDamageFalloffStartScale = 1
      	m_flShootSpreadPenaltyDecay = 2
      	m_flShootingUpSpreadPenalty = 0
      	m_strCustomAttachmentSource = "attach_sword_fx"
      	m_flRecoilRecoveryDelayFactor = 0.05
      	m_flShootSpreadPenaltyPerShot = 0
      	m_szBulletTravelTracerParticle = ""
      	m_flShootSpreadPenaltyDecayDelay = 0
      	m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Hero"
      	m_flBulletInheritShooterVelocityScale = 0
      	m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      	m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Hero.Large"
      }
  2. 6696–6701first dumped