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Modding Database

Up to date with Steam · checked 25s ago· Viewing build 6745 (Oct 02 2026)

synth_barrage

Barragesynth_barrageOpen the ability page

47 keys · inherits from signature_base, weapon_info_base

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

synth_barrage = {
_class = "synth_barrage"
_editor = {
folder_name = "Hero Synth"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = [
0{
m_Style = "panorama/styles/ability_hud_elements/abilities_synth.vcss"
m_eType = "CITADEL_ABILITY_HUD_ELEMENT_TYPE_PROGRESS"
m_Layout = "file://{resources}/layout/ability_hud_elements/element_progress_bar_text.vxml"
m_strContext = "channel"
}
]
}
m_iMaxLevel = 1
m_AmpModifier = {
_class = "modifier_synth_barrage_amp"
m_bIsHidden = false
_my_subclass_name = "modifier_synth_barrage_amp"
m_sLocalizationName = "modifier_synth_barrage_amp"
m_strParticleEffect = "particles/abilities/pocket/pocket_damage_buff.vpcf"
m_eHudDisplayLocation = "DISPLAY_HUD_NONE"
m_strSmallIconCssClass = "pocket_damage_amp"
m_eModifierDisplayLocaiton = "MODIFIER_DISPLAY_HEALTHBAR"
}
m_iUpdateTime = 1709844990
m_eAbilityType = "EAbilityType_Signature"
m_strCastSound = ""
m_ShootParticle = ""
m_bStartTrained = false
m_DebuffModifier = {
_class = "modifier_slow_base"
m_bIsHidden = true
_my_subclass_name = "modifier_synth_barrage_debuff"
m_sLocalizationName = "modifier_synth_barrage_debuff"
m_strParticleEffect = "particles/abilities/pocket/pocket_barrage_slow_debuff.vpcf"
m_strSmallIconCssClass = "slowed"
m_vecAutoRegisterModifierValueFromAbilityPropertyName = [
0"MoveSlowPercent"
]
}
m_ImpactParticle = "particles/abilities/pocket/pocket_barrage_explosion.vpcf"
m_mapWeaponInfos =
m_projectileInfo = {}
m_ChannelParticle = "particles/abilities/pocket/pocket_barrage_channel_cast.vpcf"
m_strAbilityImage = "file://{images}/hud/abilities/synth/synth_barrage.psd"
m_strChannelSound = ""
m_flAttackInterval = 0.5
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_strCastDelaySound = "Pocket.Barrage.Start"
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_INSTANT_CAST"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades =
m_AutoChannelModifier = {
_class = "modifier_intrinsic_base"
_my_subclass_name = "modifier_intrinsic_base"
}
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_ENEMY"
m_strAG2CastingAction = "barrage_cast"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_CHANNELLED | CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT | CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_SLIDE_ON_CAST"
m_mapAbilityProperties =
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails =
m_BarrageCasterModifier = {
_class = "modifier_synth_barrage_caster"
m_bIsHidden = false
_my_subclass_name = "modifier_synth_barrage_caster"
m_sLocalizationName = "modifier_synth_barrage_caster"
}
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_strCastAnimGraphParam = "e_BarrageCast"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED | MODIFIER_STATE_IS_ASLEEP"
m_strAG2ChannelingAction = "barrage_channeling"
m_strHitConfirmationSound = "Pocket.Barrage.Hit"
m_strProjectileLaunchSound = "Pocket.Barrage.Fire"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_strAG2CastCompletedAction = "barrage_completed"
m_strAbilityChargeReadySound = ""
m_strAbilityOffCooldownSound = ""
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_SHOOTING_DISABLED | MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION | MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
}

History

  1. 6722–6745changed
    • +m_mapWeaponInfos
      { 1 key }
      {
      	primary = 
      	{
      		m_Spread = 0.5
      		m_flRange = 10000
      		m_bCanZoom = true
      		m_iBullets = 1
      		m_flZoomFOV = 35
      		m_iClipSize = 1
      		m_flCycleTime = 0.3
      		m_flBulletSpeed = 2300
      		m_flRecoilSpeed = 1
      		m_StandingSpread = 1.5
      		m_flBulletRadius = 10
      		m_flCritBonusEnd = 1.65
      		m_reloadDuration = 1.5
      		m_VerticallRecoil = 
      		{
      			m_Range = [ -0.2, 0.2 ]
      			m_flBurstSlope = 0
      			m_flBurstConstant = 0
      			m_flBurstExponent = 0
      		}
      		m_flVerticalPunch = 0
      		m_iBurstShotCount = 1
      		m_HorizontalRecoil = 
      		{
      			m_Range = [ -0.1, 0.1 ]
      			m_flBurstExponent = 0
      		}
      		m_flBulletLifetime = 5
      		m_flCritBonusStart = 1.65
      		m_mapImpactEffects = 
      		{
      			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"
      			}
      			default = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strSound = "Default.BulletImpact"
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			portals = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strSound = ""
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			concrete = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			solidmetal = 
      			{
      				m_strDecal = "Impact.Concrete"
      				m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      			}
      			wood_plank = 
      			{
      				m_strDecal = "Impact.Wood"
      				m_strParticle = "particles/impact_fx/impact_wood.vpcf"
      			}
      		}
      		m_flHorizontalPunch = 0
      		m_flReloadMoveSpeed = "10000"
      		m_flScatterYawScale = 1
      		m_vecScatterOffsets = 
      		[
      			[ 0, 0 ],
      			[ 1, 0 ],
      			[ -1, 0 ],
      		]
      		m_flZoomFOV_Relative = -40
      		m_strBulletWhizSound = "Pocket.Barrage.Proj.Whizby"
      		m_flCritBonusEndRange = 1500
      		m_flDamageFalloffBias = 0.5
      		m_flBulletGravityScale = 0
      		m_flBulletReflectScale = 0
      		m_flBulletWhizDistance = 80
      		m_flPenetrationPercent = 0
      		m_strBulletImpactSound = "Pocket.Barrage.Proj.Impact"
      		m_eAttachmentSourceType = "EAttachmentSource_Custom"
      		m_flBulletReflectAmount = 1
      		m_flCritBonusStartRange = 500
      		m_flIntraBurstCycleTime = 0
      		m_flPelletScatterFactor = 2
      		m_flRecoilRecoverySpeed = 10
      		m_strBulletLoopingSound = "Pocket.Barrage.Proj.Lp"
      		m_strWeaponImpactEffect = ""
      		m_flCritBonusAgainstNPCs = 0
      		m_flZoomMoveSpeedPercent = 1
      		m_flDamageFalloffEndRange = -1
      		m_flDamageFalloffEndScale = 0.1
      		m_flShootMoveSpeedPercent = 0.75
      		m_szMuzzleFlashEffectName = ""
      		m_bHitOnceAcrossAllBullets = true
      		m_flDamageFalloffStartRange = -1
      		m_flDamageFalloffStartScale = 1
      		m_flShootSpreadPenaltyDecay = 2
      		m_flShootingUpSpreadPenalty = 0
      		m_strCustomAttachmentSource = "attach_suitcase_fx"
      		m_flShootSpreadPenaltyPerShot = 0
      		m_szBulletTravelTracerParticle = "particles/abilities/pocket/pocket_barrage_tracer.vpcf"
      		m_flShootSpreadPenaltyDecayDelay = 0
      		m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Default"
      		m_flBulletInheritShooterVelocityScale = 0
      		m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      		m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Default"
      	}
      }
    • +m_sCustomStackLabel#CurrentBonus_label
    • +m_strHitConfirmationSoundPocket.Barrage.Hit
    • −m_WeaponInfo
      { 59 keys }
      {
      	m_Spread = 0.5
      	m_flRange = 10000
      	m_bCanZoom = true
      	m_iBullets = 1
      	m_flZoomFOV = 35
      	m_iClipSize = 1
      	m_flCycleTime = 0.3
      	m_flBulletSpeed = 2300
      	m_flRecoilSpeed = 1
      	m_StandingSpread = 1.5
      	m_flBulletRadius = 10
      	m_flCritBonusEnd = 1.65
      	m_reloadDuration = 1.5
      	m_VerticallRecoil = 
      	{
      		m_Range = [ -0.2, 0.2 ]
      		m_flBurstSlope = 0
      		m_flBurstConstant = 0
      		m_flBurstExponent = 0
      	}
      	m_flVerticalPunch = 0
      	m_iBurstShotCount = 1
      	m_HorizontalRecoil = 
      	{
      		m_Range = [ -0.1, 0.1 ]
      		m_flBurstExponent = 0
      	}
      	m_flBulletLifetime = 5
      	m_flCritBonusStart = 1.65
      	m_mapImpactEffects = 
      	{
      		flesh = 
      		{
      			m_strDecal = ""
      			m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf"
      		}
      		default = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strSound = "Default.BulletImpact"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		portals = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strSound = ""
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		concrete = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      		solidmetal = 
      		{
      			m_strDecal = "Impact.Concrete"
      			m_strParticle = "particles/impact_fx/impact_spark_spray_large.vpcf"
      		}
      	}
      	m_flHorizontalPunch = 0
      	m_flReloadMoveSpeed = "10000"
      	m_flScatterYawScale = 1
      	m_vecScatterOffsets = 
      	[
      		[ 0, 0 ],
      		[ 1, 0 ],
      		[ -1, 0 ],
      	]
      	m_flZoomFOV_Relative = -40
      	m_strBulletWhizSound = "Orion.Charged.Shot.Whizby"
      	m_flBurstShotCooldown = 0
      	m_flCritBonusEndRange = 1500
      	m_flDamageFalloffBias = 0.5
      	m_flBulletGravityScale = 0
      	m_flBulletReflectScale = 0
      	m_flBulletWhizDistance = 80
      	m_flPenetrationPercent = 0
      	m_strBulletImpactSound = "Pocket.Barrage.Proj.Impact"
      	m_eAttachmentSourceType = "EAttachmentSource_Custom"
      	m_flBulletReflectAmount = 1
      	m_flCritBonusStartRange = 500
      	m_flPelletScatterFactor = 2
      	m_flRecoilRecoverySpeed = 10
      	m_strWeaponImpactEffect = ""
      	m_flCritBonusAgainstNPCs = 0
      	m_flZoomMoveSpeedPercent = 1
      	m_flDamageFalloffEndRange = -1
      	m_flDamageFalloffEndScale = 0.1
      	m_flShootMoveSpeedPercent = 0.75
      	m_szMuzzleFlashEffectName = ""
      	m_bHitOnceAcrossAllBullets = true
      	m_flDamageFalloffStartRange = -1
      	m_flDamageFalloffStartScale = 1
      	m_flShootSpreadPenaltyDecay = 2
      	m_flShootingUpSpreadPenalty = 0
      	m_strCustomAttachmentSource = "attach_suitcase_fx"
      	m_flShootSpreadPenaltyPerShot = 0
      	m_szBulletTravelTracerParticle = "particles/abilities/pocket/pocket_barrage_tracer.vpcf"
      	m_flShootSpreadPenaltyDecayDelay = 0
      	m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Default"
      	m_flBulletInheritShooterVelocityScale = 0
      	m_flRecoilShotIndexRecoveryTimeFactor = 0.25
      	m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Default"
      }
    • −m_strMoviePreviewPathfile://{resources}/videos/hero_abilities/pocket_barrage.webm
  2. 6696–6701first dumped