Weapon zone repulsor: Difference between revisions
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Note:Only one weapon_zone_repulsor can exist on a server. Trying to create more delivers the console message
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[[ | {{LanguageBar|weapon_zone_repulsor}}[[File:Weapon zone repulsor.jpg|thumb|The Zone Repulsor Device.]] | ||
[[File:Csgo zone repulsor effect radius.jpg|thumb|This entity can create a safe space inside the ''Danger Zone''.]] | |||
== Entity | [[File:Csgo zone repulsor.jpg|thumb|When looking down, the viewmodel takes up almost the entire screen.]] | ||
The {{ | {{this is a|point entity|game=Counter-Strike: Global Offensive|name=weapon_zone_repulsor}} | ||
== Entity Description== | |||
The Zone Repulsor Device was used for the second mission of [[Valve]]'s {{csgo mode|Coop}} map ''coop_kabash''. It also works in {{csgo mode|Dz}}. | |||
This entity temporarily repulses (denies, erases) the ''Danger Zone'' in a sphere with a certain radius around this entity, creating a safe area for players. | |||
This entity can be picked up by one [[player]] by {{ent|+use}}ing it for 1 second. When picked up, it becomes their active weapon and as soon as they switch to another weapon, this entity is dropped. This means that the carrier of this entity is vulnerable as they cannot shoot. | |||
{{note|Only one weapon_zone_repulsor can exist on a server. Trying to create more delivers the console message <code>One zone repulsor already exists, cannot spawn more than one at a time.</code>}} | |||
<!--gallery mode=packed heights=200px> | |||
File:Weapon zone repulsor.jpg | |||
File:Csgo zone repulsor.jpg|When looking down, it takes up almost the entire screen. | |||
File:Csgo zone repulsor effect radius.jpg|This entity creates a safe space inside the ''Danger Zone''. | |||
</gallery--> | |||
{{clr}} | |||
{{BasicCSGOweapon}} | {{BasicCSGOweapon}} | ||
[[Category:Counter-Strike: | [[Category:Counter-Strike: Global Offensive Weapons|Z]] |
Latest revision as of 17:43, 18 July 2025


weapon_zone_repulsor
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
The Zone Repulsor Device was used for the second mission of Valve's Co-op Strike map coop_kabash. It also works in
Danger Zone.
This entity temporarily repulses (denies, erases) the Danger Zone in a sphere with a certain radius around this entity, creating a safe area for players.
This entity can be picked up by one player by +useing it for 1 second. When picked up, it becomes their active weapon and as soon as they switch to another weapon, this entity is dropped. This means that the carrier of this entity is vulnerable as they cannot shoot.

One zone repulsor already exists, cannot spawn more than one at a time.
KeyValues
CS:GO Weapon:
- Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in
)
- 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
)
- 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
)
- 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
)
- 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.).
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.