In orangebox/tf/scripts you'll find objects.txt
Code:
objects
{
// Engineer Objects
OBJ_SENTRYGUN
{
ClassName obj_sentrygun
StatusName "#TF_Object_Sentry"
BuildTime 10
MaxObjects 1
Cost 130
CostMultiplier 1
UpgradeCost 0
MaxUpgradeLevel 0
BuilderWeaponName "Sentry Gun"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_sentrygun
IconInactive obj_sentrygun
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 4
HudStatusIcon "obj_status_sentrygun_1"
VisibleInWeaponSelection 0
ExplodeSound "Building_Sentry.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 60
}
OBJ_DISPENSER
{
ClassName obj_dispenser
StatusName "#TF_Object_Dispenser"
BuildTime 20
MaxObjects 1
Cost 100
CostMultiplier 1
UpgradeCost 0
MaxUpgradeLevel 0
BuilderWeaponName "Dispenser"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 1
SapperAttachTime 0.0
IconActive obj_dispenser
IconInactive obj_dispenser
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 3
HudStatusIcon "obj_status_dispenser"
VisibleInWeaponSelection 0
ExplodeSound "Building_Dispenser.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 50
}
OBJ_TELEPORTER_ENTRANCE
{
ClassName obj_teleporter_entrance
StatusName "#TF_Object_Tele_Entrance"
BuildTime 20
MaxObjects 1
Cost 125
CostMultiplier 1
UpgradeCost 0
MaxUpgradeLevel 0
BuilderWeaponName "Teleporter Entrance"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 2
SapperAttachTime 0.0
IconActive obj_teleporter_entrance
IconInactive obj_teleporter_entrance
SolidToPlayerMovement 1
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 2
HudStatusIcon "obj_status_tele_entrance"
VisibleInWeaponSelection 0
ExplodeSound "Building_Teleporter.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 60
}
OBJ_TELEPORTER_EXIT
{
ClassName obj_teleporter_exit
StatusName "#TF_Object_Tele_Exit"
BuildTime 20
MaxObjects 1
Cost 125
CostMultiplier 1
UpgradeCost 0
MaxUpgradeLevel 0
BuilderWeaponName "Teleporter Exit"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 3
SapperAttachTime 0.0
IconActive obj_teleporter_exit
IconInactive obj_teleporter_exit
SolidToPlayerMovement 1
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 1
HudStatusIcon "obj_status_tele_exit"
VisibleInWeaponSelection 0
ExplodeSound "Building_Teleporter.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 60
}
OBJ_ATTACHMENT_SAPPER
{
ClassName obj_attachment_sapper
StatusName "Object Sapper"
BuildTime 0.1
MaxObjects -1
Cost 0
CostMultiplier 1
UpgradeCost 0
MaxUpgradeLevel 0
BuilderWeaponName "Object Sapper"
BuilderPlacementString "Place on object"
SelectionSlot 1
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_attachment_sapper
IconInactive obj_attachment_sapper
Viewmodel "models/weapons/v_models/v_sapper_spy.mdl"
Playermodel "models/weapons/w_models/w_sapper.mdl"
DisplayPriority 1
HudStatusIcon "obj_status_sapper"
VisibleInWeaponSelection 1
autoswitchto 1
ExplodeSound "Weapon_Sapper.Removed"
ExplodeEffect "ExplosionCore_sapperdestroyed"
MetalToDropInGibs 10
}
}