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Modding Database

Up to date with Steam · checked 26s ago· Viewing build 6730 (Oct 01 2026), not the latest

operative_blindside

Blindsideoperative_blindsideOpen the ability page

35 keys · inherits from signature_base

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

operative_blindside = {
_class = "operative_blindside"
_editor = {
folder_name = "Hero Operative"
}
_multibase = [
]
m_iMaxLevel = 1
m_eAbilityType = "EAbilityType_Signature"
m_strCastSound = "Kelvin.IceGrenade.Cast"
m_bStartTrained = false
m_ExplosionSound = "Ability.Kelvin.IceGrenade.Explode"
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 2500
m_flBulletRadius = 1.5
m_mapImpactEffects = {
default = {}
}
m_flVerticalAimBias = 5
m_flBulletGravityScale = 1
m_eAttachmentSourceType = "EAttachmentSource_Custom"
m_flBulletRadiusVsWorld = 1.5
m_strBulletLoopingSound = "Kelvin.IceGrenade.Proj.Lp"
m_szBulletTravelTracerParticle = "particles/abilities/operative/operative_grenade_projectile.vpcf"
}
}
m_ExplodeParticle = "particles/abilities/operative/operative_grenade_explosion.vpcf"
m_previewParticle = "particles/abilities/operative/operative_grenade_preview.vpcf"
m_strAbilityImage = "file://{images}/hud/abilities/operative/operative_blindside.psd"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PRESS"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades = [
0{
m_vecPropertyUpgrades = [
0{
m_strBonus = "1"
m_strPropertyName = "TurnRateSlowDuration"
}
]
}
1{
m_vecPropertyUpgrades = [
0{
m_strBonus = "-12"
m_strPropertyName = "AbilityCooldown"
}
]
}
2{
m_vecPropertyUpgrades = [
0{
m_strBonus = "30"
m_strPropertyName = "BackstabBonusDamagePct"
}
]
}
]
m_EnemyDebuffModifier = {
_class = "modifier_operative_blindside_enemy_debuff"
m_bIsHidden = true
m_sStartSound = "Mods.Tech.Immobilize.Hit"
m_sExpiredSound = "Mods.Tech.Immobilize.Debuff_End"
_my_subclass_name = "modifier_operative_blindside_enemy_debuff"
m_sLocalizationName = "modifier_operative_blindside_enemy_debuff"
m_strParticleEffect = "particles/generic/generic_disoriented_debuff.vpcf"
m_sAmbientLoopingSound = "Mods.Tech.Immobilize.Debuff_Lp"
m_strSmallIconCssClass = "slowed"
}
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_PROJECTILE | CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT | CITADEL_ABILITY_BEHAVIOR_CAN_HEAL_PLAYERS | CITADEL_ABILITY_BEHAVIOR_PROJECTILE_FIRED_AS_BULLET | CITADEL_ABILITY_BEHAVIOR_CAN_SET_QUICK_CAST"
m_mapAbilityProperties = {
Damage = { // Damage
m_strValue = "30"
m_strCSSClass = "tech_damage"
m_subclassScaleFunction = {
_class = "scale_function_tech_damage"
m_flStatScale = 0.279
_my_subclass_name = "Damage_scale_function"
}
}
Radius = { // Radius
m_strValue = "6.5m"
m_strCSSClass = "distance"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "Radius_scale_function"
m_eSpecificStatScaleType = "ETechRadius"
}
}
TechPower = { // Spirit Power
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_TECH_POWER"
}
WeaponPower = { // Weapon Damage
m_strValue = "0"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_eProvidedPropertyType = "MODIFIER_VALUE_WEAPON_POWER"
}
AbilityCharges = { // Charges
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "-1"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_ability_charges"
_my_subclass_name = "AbilityCharges_scale_function"
}
}
AbilityCooldown = { // Cooldown
m_strValue = 30
m_strCSSClass = "cooldown"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCooldown_scale_function"
m_eSpecificStatScaleType = "ETechCooldown"
}
}
AbilityDuration = { // Duration
m_strValue = "0"
m_strCSSClass = "duration"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
AbilityCastDelay = { // Cast Delay
m_strValue = "0.1"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
AbilityCastRange = { // Cast Range
m_strValue = "0"
m_strCSSClass = "range"
m_eDisplayUnits = "EDisplayUnit_Meters"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "AbilityCastRange_scale_function"
m_eSpecificStatScaleType = "ETechRange"
}
}
ChannelMoveSpeed = {
m_strValue = "-1"
m_strCSSClass = "move_speed"
m_eDisplayUnits = "EDisplayUnit_MetersPerSecond"
m_bCanSetTokenOverride = true
}
CameraTurnRateMax = {
m_strValue = "100"
}
AbilityChannelTime = { // Channel Duration
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_multi_stats"
_my_subclass_name = "scale_duration"
m_vecScalingStats = [
0"EChannelDuration"
1"ETechDuration"
]
}
}
AbilityResourceCost = {
m_strValue = "0"
m_strCSSClass = "cast"
m_strDisableValue = "0"
m_bCanSetTokenOverride = true
}
TurnRateSlowDuration = { // Slowed Turn Rate Duration
m_strValue = "2.0"
m_strCSSClass = "duration"
m_subclassScaleFunction = {
_class = "scale_function_single_stat"
_my_subclass_name = "EnemyTurnRateDuration_scale_function"
m_eSpecificStatScaleType = "ETechDuration"
}
}
AbilityUnitTargetLimit = {
m_strValue = "1"
m_bCanSetTokenOverride = true
}
BackstabBonusDamagePct = { // Blindside Damage
m_strValue = "40"
}
AbilityPostCastDuration = {
m_strValue = "0"
m_strDisableValue = "0"
}
MaxCameraAngleForSeeing = {
m_strValue = "180"
}
AbilityCooldownBetweenCharge = { // Charge Delay
m_strValue = "-1.0"
m_strCSSClass = "charge_cooldown"
m_strDisableValue = "-2"
m_bCanSetTokenOverride = true
m_subclassScaleFunction = {
_class = "scale_function_ability_recharge_time"
_my_subclass_name = "scale_function_ability_recharge_time"
}
}
}
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails = {
m_vecAbilityInfoSections = [
0{
m_strLocString = "#operative_blindside_active_desc" // Active: Throw a concussion grenade that reduces enemies' turn rate.
m_vecBasicProperties = []
m_vecAbilityPropertiesBlock = [
0{
m_vecAbilityProperties = [
0{
m_strImportantProperty = "Damage"
}
1{
m_strImportantProperty = "TurnRateSlowDuration"
}
]
}
]
}
1{
m_strLocString = "#operative_blindside_passive_desc" // Passive: Deal bonus damage with your gun and melee attacks when hitting an enemy in the back.
m_vecAbilityPropertiesBlock = [
0{
m_vecAbilityProperties = [
0{
m_strImportantProperty = "BackstabBonusDamagePct"
}
]
}
]
}
]
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_strCastAnimGraphParam = "e_GenericThrow"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_CIRCLE"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_NONE"
m_strAbilityChargeReadySound = ""
m_strAbilityOffCooldownSound = ""
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bShowTargetingPreviewWhileCasting = true
}

History

  1. 6722–6745changed
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_flBulletSpeed = 2500
      		m_flBulletRadius = 1.5
      		m_mapImpactEffects = 
      		{
      			default = 
      			{
      			}
      		}
      		m_flVerticalAimBias = 5
      		m_flBulletGravityScale = 1
      		m_eAttachmentSourceType = "EAttachmentSource_Custom"
      		m_flBulletRadiusVsWorld = 1.5
      		m_strBulletLoopingSound = "Kelvin.IceGrenade.Proj.Lp"
      		m_szBulletTravelTracerParticle = "particles/abilities/operative/operative_grenade_projectile.vpcf"
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • −m_WeaponInfo
      { 9 keys }
      {
      	m_flBulletSpeed = 2500
      	m_flBulletRadius = 1.5
      	m_mapImpactEffects = 
      	{
      		default = 
      		{
      		}
      	}
      	m_flVerticalAimBias = 5
      	m_flBulletGravityScale = 1
      	m_eAttachmentSourceType = "EAttachmentSource_Custom"
      	m_flBulletRadiusVsWorld = 1.5
      	m_strBulletLoopingSound = "Kelvin.IceGrenade.Proj.Lp"
      	m_szBulletTravelTracerParticle = "particles/abilities/operative/operative_grenade_projectile.vpcf"
      }
    • −m_strMoviePreviewPath""
  2. 6696–6701first dumped