weapon_taser
(Redirected from Mp taser recharge time)
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Class hierarchy |
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CWeaponTaser |
weapon_taser.cpp |
weapon_taser
is a point entity available in Counter-Strike: Global Offensive and Counter-Strike 2.
The Zeus x27 is a taser that instantly kills a player within 193 units. It has only one 1 round in the chamber and none in reserve. In CSGO, this gun is automatically dropped after one use, however in CS2 this gun can be reused after a 30 second charge.
Related Console Commands
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.
Categories:
- CBaseAnimating
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive point entities
- Counter-Strike 2 entities
- Counter-Strike 2 point entities
- Source base entities
- Source 2 base entities
- Source 2 base point entities
- Pages with uncategorized bugs
- Point Entities
- Non-internal entities
- Weapons
- Counter-Strike: Global Offensive weapons
- Counter-Strike 2 weapons