weapon_breachcharge
weapon_breachcharge
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
It's one of many new entities added with the Danger Zone update.
The primary attack (+attack
) throws a breachcharge_projectile. It sticks to solid brushes, func_physboxes, props and players and plays a unique sound when doing so.
The secondary attack (+attack2
) lets all projectiles that have landed emit a beeping sound and detonates them after a fuse time. The bigger the distance between a breachcharge projectile and the triggering player, the longer the delay between triggering and explosion. Projectiles in mid-air will behave as if they will be triggered immediately after landing.
Every projectile can be picked up again with +use by the player with the corresponding breachcharge item, even if already triggered or still in mid-air. If a player has a breachcharge equipped, he can identify the corresponding projectiles in a certain range by a yellow-black skull shown at their positions (also through walls).
Related Console Commands
Command | Desecription |
---|---|
ammo_grenade_limit_breachcharge
|
Default value is 3. Confirm:No effect. Such ConVars usually affect the reserve ammo, but breachcharge doesn't use that (max reserve ammo seems to be 0).
|
mp_death_drop_breachcharge
|
Whether or not players drop their breachcharge on death. Default value is 1. |
sv_breachcharge_arm_delay
|
Default value is 0. Todo: Doesn't affect anything?
|
sv_breachcharge_delay_max
|
Default value is 0.8. Todo: Doesn't affect anything?
|
sv_breachcharge_delay_min
|
Default value is 0. Todo: Doesn't affect anything?
|
sv_breachcharge_distance_max
|
Default value is 1200. Todo: Doesn't affect anything?
|
sv_breachcharge_distance_min
|
Default value is 600. Todo: Doesn't affect anything?
|
sv_breachcharge_fuse_max
|
Default value is 1.0. Todo: Doesn't affect anything?
|
sv_breachcharge_fuse_min
|
Default value is 0.7. Todo: Doesn't affect anything?
|
KeyValues
CS:GO / CS2 Weapon:
- Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (in all games since )
- Determines if players are able to pick up the weapon.
Flags
Start Constrained : [1]
- Prevents the model from moving.
Deny Player Pickup : [2] !FGD
- Prevents player from being able to pick up the weapon.
Inputs
CS:GO / CS2 Weapon:
- SetAmmoAmount <integer> (in all games since )
- For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
Every value behaves like its congruent value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, the owner may start reloading automatically, if possible. Other values congruent to 0 (-256, 256, 512, ...) might cause undefined behavior. Values congruent to -1 (mod 256) make the ammo numbers disappear. If set to a value outside the weapon's clip size, reloading might deliver unexpected results.
Behaves like SetClipPrimary.
- SetReserveAmmoAmount <integer> (in all games since )
- For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the weapon_ak47).
For grenades, sets their count, clamping at the current maximum depending on the convars ammo_grenade_limit_*; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.
Negative values make a gun's ammo display disappear and reloading is impossible.
Negative values are clamped to 0 for guns.
- ToggleCanBePickedUp <boolean> (in all games since )
- Toggles whether the weapon can be picked up by players. Visually, nothing changes and there is no event if picking up fails. Hover texts like "[E] Swap for AK-47" remain in both cases.
- SetClipPrimary <integer> (only in )
- For guns, sets the number of bullets in the active magazine, clamping between 0 and its clip size; When setting to 0, the owner may start reloading automatically.
Does nothing for grenades.
- SetClipSecondary <integer> (only in )
- Bug:Does nothing. SetReserveAmmoAmount works. [todo tested in?]
Outputs
CS:GO / CS2 Weapon:
- OnPlayerUse
- Fires when a player +uses this weapon (!activator is the player.). Does not fire if the weapon is picked up successfully.
- OnPlayerPickup
- Fires when a player picks this weapon up (!activator is the player.).
- OnCacheInteraction (removed since ) !FGD
- When dropped, fires every tick on player touch (!activator is the player.).
Also fires on successful +use pickup. Does not fire ifCanBePickedUp
is false.
- OnNPCPickup (removed since ) !FGD
- Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.