Weapon usp silencer: Difference between revisions
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(I don't know how someone thought adding that template made any sense cause this entity has no I/O listed in the FGD and this is also not even for CSS, it's for CSGO.) |
Gatelych83 (talk | contribs) (Changed to CSGO variant of basic weapon) |
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==Entity Description== | ==Entity Description== | ||
The {{wiki|USP-S}} found in [[Counter-Strike: Global Offensive]]. It is a semi-automatic pistol. It uses [[ammo_45acp]] as ammunition. It holds 12 rounds in a clip and 24 in reserve. Not to be confused with [[Counter-Strike: Source]]'s [[weapon_usp]] | The {{wiki|USP-S}} found in [[Counter-Strike: Global Offensive]]. It is a semi-automatic pistol. It uses [[ammo_45acp]] as ammunition. It holds 12 rounds in a clip and 24 in reserve. Not to be confused with [[Counter-Strike: Source]]'s [[weapon_usp]] | ||
{{BasicCSGOweapon}} |
Revision as of 13:25, 8 December 2018
weapon_usp_silencer
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
The USP-S found in Counter-Strike: Global Offensive. It is a semi-automatic pistol. It uses ammo_45acp as ammunition. It holds 12 rounds in a clip and 24 in reserve. Not to be confused with Counter-Strike: Source's weapon_usp
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.