Weapon m4a1 silencer: Difference between revisions
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Note:Not to be confused with the weapon_m4a1.
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{{csgo point|weapon_m4a1_silencer}} | {{csgo point|weapon_m4a1_silencer}} | ||
[[Image:Weapon_m4a1_silencer.png|thumb|400px|right]] | [[Image:Weapon_m4a1_silencer.png|thumb|400px|right|M4A1-S]] | ||
==Entity Description== | ==Entity Description== | ||
The M4A1 | The M4A1-S is a counter-terrorist-exclusive rifle in [[Counter-Strike: Global Offensive]] as an alternative to the [[weapon_m4a1|M4A4]]. It uses the [[ammo_556mm]] ammunition and has a detachable supressor (silencer). It is the successor to the [[weapon_m4a1|M4A1]] in previous [[Counter-Strike]] series. It holds 20 rounds in magazine and 60 in reserve. | ||
{{note|Not to be confused with the [[weapon_m4a1]].}} | |||
{{BasicCSGOweapon}} | |||
= See also = | |||
* [[weapon_m4a1]] | |||
[[Category:Counter-Strike:_Global_Offensive_Weapons]] | [[Category:Counter-Strike:_Global_Offensive_Weapons]] |
Revision as of 10:37, 26 January 2019
weapon_m4a1_silencer
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
The M4A1-S is a counter-terrorist-exclusive rifle in Counter-Strike: Global Offensive as an alternative to the M4A4. It uses the ammo_556mm ammunition and has a detachable supressor (silencer). It is the successor to the M4A1 in previous Counter-Strike series. It holds 20 rounds in magazine and 60 in reserve.

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.