Weapon healthshot: Difference between revisions

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[[Image:Weapon_healthshot.png|thumb|right|200px|Viewmodel of the MediShot. It shares the same model as the Adrenaline Shot from Left 4 Dead 2 with a modified texture.]]
[[File:Weapon_healthshot.png|thumb|200px|Viewmodel of the MediShot. It shares the same model as the Adrenaline Shot from {{l4d2|2}} with a modified texture.]]
{{Csgo point|weapon_healthshot}}
{{this is a|point entity|name=weapon_healthshot|game=Counter-Strike: Global Offensive|game1=Counter-Strike 2}}


==Entity Description==
==Entity Description==
The MediShot (as referred to by the tablet in Danger Zone) was added in 2016 as part of the [http://www.counter-strike.net/operationwildfire/ Operation Wildfire] update, originally for the Co-op Strike game mode. It appears in the aforementioned Co-op Strike missions, as well as Danger Zone as starting equipment, as well as occasional drops from crates and being purchasable from the tablet for $1000.
The MediShot (as referred to by the tablet in Danger Zone) was added in 2016 as part of the [http://www.counter-strike.net/operationwildfire/ Operation Wildfire] update, originally for the Co-op Strike [[game mode]].


When used, the player will stab himself with the syringe in the right chest. By default, 50 [[Health|HP]] will be restored over 2.5 seconds. While the healing is taking place, the screen warps a large amount around the edges and a blue border gradually fades in and out. This, combined with the fact that the animation does not allow switching weapons, makes the MediShot significantly more useful while not in an engagement, as if you attempt to use it in the middle of combat, an enemy could take advantage of this and catch you with no weapon and limited vision.
It appears in the aforementioned {{csgo mode|Coop}} missions, in {{csgo mode|Dz}} as starting equipment, occasional drop or [[weapon_tablet|tablet]] purchase for $1000 and in {{csgo mode|Dm}} and {{csgo mode|Ar}} when making a number of consecutive kills in one life.


==Related console commands==
When used, the player will stab themselves with the syringe in the right chest, emitting a unique sound and consuming the healthshot. By default, 50 [[Health|HP]] will be restored over 2.5 seconds. While the healing is taking place, the screen warps around the edges and a blue border gradually fades in and out.


Obviously, the MediShot is more useful while not in an engagement, as if you attempt to use it in the middle of combat, an enemy could catch you with no weapon.
This weapon's reserve ammo stands for the number of MediShots that a [[player]] has. Its primary ammo has no effect and should therefore be -1 to hide the UI ammo numbers.
==Related Console Variables==
The default values refer to the [[CFG|config]]s <code>csgo/cfg/gamemode_armsrace.cfg, _deathmatch.cfg, _survival.cfg</code> and the default value when launching the game.
{| class="standard-table"
{| class="standard-table"
! Console Command
!rowspan=2| Console Variable
! Description
!colspan=3| Default Value
!rowspan=2| Description
|- style=white-space:nowrap
! {{csgo mode|ar}}{{csgo mode|dm}}
! {{csgo mode|dz}}
! ''else''
|-
|-
| <code>ammo_item_limit_healthshot</code>
| <code>ammo_item_limit_healthshot</code>
|
| 2
| 4
| The maximum number of healthshots each player can carry.
| The maximum number of healthshots each player can carry.
|-
|-
| <code>healthshot_allow_use_at_full</code>
| <code>healthshot_allow_use_at_full</code>
|
|
| 1
| Whether or not the players can use a healthshot while already being on maximum health.
| Whether or not the players can use a healthshot while already being on maximum health.
|-
|-
| <code>healthshot_health</code>
| <code>healthshot_health</code>
| 50
|
| 50
| The number of HP that is restored on usage, maxing out at the player's <code>max_health</code>.
| The number of HP that is restored on usage, maxing out at the player's <code>max_health</code>.
|-
|-
| <code>healthshot_healthboost_damage_multiplier</code>
| <code>healthshot_healthboost_damage_multiplier</code>
| A multiplier for damage that healing player receives. For example, a healing player can receive double (2.0), normal (1.0), half (0.5) or no (0.0) damage, independent of the damage source.
|
| 0.9
| 1.0
| A multiplier for damage that a healing player receives. For example, a healing player can receive double (2.0), normal (1.0), half (0.5) or no (0.0) damage, independent of the damage source.
|-
|-
| <code>healthshot_healthboost_speed_multiplier</code>
| <code>healthshot_healthboost_speed_multiplier</code>
|
| 1.2
| 1.0
| A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
| A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
|-
|-
| <code>healthshot_healthboost_time</code>
| <code>healthshot_healthboost_time</code>
| 1
| 6.5
| 0
| The duration of the speed effect of <code>healthshot_healthboost_speed_multiplier</code>, in seconds.
| The duration of the speed effect of <code>healthshot_healthboost_speed_multiplier</code>, in seconds.
|-
|-
| <code>mp_death_drop_healthshot</code>
| <code>mp_death_drop_healthshot</code>
|
|
| 1
| Whether or not each player will drop a healthshot on death (if he had at least one).
| Whether or not each player will drop a healthshot on death (if he had at least one).
|-
| <code>mp_ggprogressive_healthshot_killcount</code>
| 3
|
| 3
| {{csgo mode|Ar}}: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
|-
|-
| <code>mp_tdm_healthshot_killcount</code>
| <code>mp_tdm_healthshot_killcount</code>
| Deathmatch: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
|  
|
| 3
| {{csgo mode|Dm}}: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
|-
|-
| <code>sv_health_approach_enabled</code>
| <code>sv_health_approach_enabled</code>
| 1
| 1
| 0
| Whether or not the HP are granted at once (0) or over time (1).
| Whether or not the HP are granted at once (0) or over time (1).
|-
|-
| <code>sv_health_approach_speed</code>
| <code>sv_health_approach_speed</code>
| 20
|
| 10
| The rate at which the healing is granted, in HP per second, only if <code>sv_health_approach_enabled</code> is 1. Non-positive values result in no healing.
| The rate at which the healing is granted, in HP per second, only if <code>sv_health_approach_enabled</code> is 1. Non-positive values result in no healing.
|}
|}


[[Category: Counter-Strike: Global Offensive Weapons]]
{{BasicCSGOweapon|healthshot}}

Latest revision as of 19:00, 17 May 2024

Viewmodel of the MediShot. It shares the same model as the Adrenaline Shot from Left 4 Dead 2 Left 4 Dead 2 with a modified texture.

weapon_healthshot is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Counter-Strike 2 Counter-Strike 2.

Entity Description

The MediShot (as referred to by the tablet in Danger Zone) was added in 2016 as part of the Operation Wildfire update, originally for the Co-op Strike game mode.

It appears in the aforementioned CS:GO Co-op Strike Co-op Strike missions, in CS:GO Danger Zone Danger Zone as starting equipment, occasional drop or tablet purchase for $1000 and in CS:GO/CS2 Deathmatch Deathmatch and CS:GO/CS2 Arms Race Arms Race when making a number of consecutive kills in one life.

When used, the player will stab themselves with the syringe in the right chest, emitting a unique sound and consuming the healthshot. By default, 50 HP will be restored over 2.5 seconds. While the healing is taking place, the screen warps around the edges and a blue border gradually fades in and out.

Obviously, the MediShot is more useful while not in an engagement, as if you attempt to use it in the middle of combat, an enemy could catch you with no weapon.

This weapon's reserve ammo stands for the number of MediShots that a player has. Its primary ammo has no effect and should therefore be -1 to hide the UI ammo numbers.

Related Console Variables

The default values refer to the configs csgo/cfg/gamemode_armsrace.cfg, _deathmatch.cfg, _survival.cfg and the default value when launching the game.

Console Variable Default Value Description
CS:GO/CS2 Arms RaceCS:GO/CS2 Deathmatch CS:GO Danger Zone else
ammo_item_limit_healthshot 2 4 The maximum number of healthshots each player can carry.
healthshot_allow_use_at_full 1 Whether or not the players can use a healthshot while already being on maximum health.
healthshot_health 50 50 The number of HP that is restored on usage, maxing out at the player's max_health.
healthshot_healthboost_damage_multiplier 0.9 1.0 A multiplier for damage that a healing player receives. For example, a healing player can receive double (2.0), normal (1.0), half (0.5) or no (0.0) damage, independent of the damage source.
healthshot_healthboost_speed_multiplier 1.2 1.0 A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
healthshot_healthboost_time 1 6.5 0 The duration of the speed effect of healthshot_healthboost_speed_multiplier, in seconds.
mp_death_drop_healthshot 1 Whether or not each player will drop a healthshot on death (if he had at least one).
mp_ggprogressive_healthshot_killcount 3 3 CS:GO/CS2 Arms Race Arms Race: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
mp_tdm_healthshot_killcount 3 CS:GO/CS2 Deathmatch Deathmatch: The number of consecutive kills after which a player is automatically given a healthshot (if he has none).
sv_health_approach_enabled 1 1 0 Whether or not the HP are granted at once (0) or over time (1).
sv_health_approach_speed 20 10 The rate at which the healing is granted, in HP per second, only if sv_health_approach_enabled is 1. Non-positive values result in no healing.

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 <integerRedirectInput/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 <integerRedirectInput/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 <booleanRedirectInput/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.