weapon_breachcharge

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This entity is not in the FGD by default.
See below for instructions on making it available.

weapon_breachcharge is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity Description

It's one of many new entities added with the CS:GO Danger Zone 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 Weapon:

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in Counter-Strike: Global Offensive)
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 Weapon:

SetAmmoAmount <integer> (only in Counter-Strike: Global Offensive)
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.
SetReserveAmmoAmount <integer> (only in Counter-Strike: Global Offensive)
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.
ToggleCanBePickedUp <boolean> (only in Counter-Strike: Global Offensive)
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.

Outputs

CS:GO 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  !FGD
When dropped, fires every tick on player touch (!activator is the player.).
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  !FGD
Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.