Weapon c4: Difference between revisions
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(Swapped to BasicCSseriesWeapon template and added csgo related commands.) |
m (Added column to table and added link to func_bomb_target that fire outputs for this entity.) |
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[[Image:weapon_c4.PNG|thumb|right|230px]] | [[Image:weapon_c4.PNG|thumb|right|230px|C4 in CS:S.]] | ||
[[Image:CSGOC4.png|thumb|right|230px|C4 in CS:GO]] | [[Image:CSGOC4.png|thumb|right|230px|C4 in CS:GO.]] | ||
{{base point multi|weapon_c4|game1=Counter-Strike: Source|game2=Counter-Strike: Global Offensive}} | {{base point multi|weapon_c4|game1=Counter-Strike: Source|game2=Counter-Strike: Global Offensive}} | ||
==Entity Description== | ==Entity Description== | ||
Represents the bomb used in defusal maps. | Represents the bomb used in defusal maps. | ||
* By default, this entity is automatically given to one [[player]] on the Terrorist's team at the beginning of each round in the classic [[CSGO Game Mode Commands|game modes]] and in Demolition if there is at least one [[func_bomb_target]]. | |||
* [[Func_bomb_target]] entities fire outputs in response to this entity. | |||
==CS:GO Related Console Commands== | ==CS:GO Related Console Commands== | ||
{|class="standard-table" | {|class="standard-table" | ||
! | !ConVar | ||
!Default | |||
!Description | !Description | ||
|- | |- | ||
|<code>mp_anyone_can_pickup_c4</code> | |<code>mp_anyone_can_pickup_c4</code> | ||
|Determines whether anyone or just | |0 | ||
|Determines whether anyone or just Ts can pickup this entity. If set, CTs can pickup and plant the bomb. | |||
|- | |- | ||
|<code>mp_c4_cannot_be_defused</code> | |<code>mp_c4_cannot_be_defused</code> | ||
|Determines whether planted C4 can be defused when planted or not | |0 | ||
|Determines whether planted C4 can be defused when planted or not. | |||
|- | |- | ||
|<code>mp_c4timer</code> | |<code>mp_c4timer</code> | ||
|The duration in seconds between planting the bomb and its explosion. Minimum value is 10 | |40 | ||
|The duration in seconds between planting the bomb and its explosion. Minimum value is 10. | |||
|- | |- | ||
|<code>mp_death_drop_c4</code> | |<code>mp_death_drop_c4</code> | ||
|Determines whether a player carrying this entity will drop it on death | |1 | ||
|Determines whether a player carrying this entity will drop it on death. | |||
|- | |- | ||
|<code>mp_give_player_c4</code> | |<code>mp_give_player_c4</code> | ||
|Determines whether one terrorist is given this entity at round start, assuming that there exists a [[func_bomb_target]] | |1 | ||
|Determines whether one terrorist is given this entity at round start, assuming that there exists a [[func_bomb_target]]. | |||
|- | |- | ||
|<code>mp_plant_c4_anywhere</code> | |<code>mp_plant_c4_anywhere</code> | ||
|0 | |||
|Determines whether this entity can be planted anywhere on the map or only inside [[func_bomb_target]]. | |Determines whether this entity can be planted anywhere on the map or only inside [[func_bomb_target]]. | ||
|} | |} |
Revision as of 19:00, 31 July 2021
Entity Description
Represents the bomb used in defusal maps.
- By default, this entity is automatically given to one player on the Terrorist's team at the beginning of each round in the classic game modes and in Demolition if there is at least one func_bomb_target.
- Func_bomb_target entities fire outputs in response to this entity.
CS:GO Related Console Commands
ConVar | Default | Description |
---|---|---|
mp_anyone_can_pickup_c4
|
0 | Determines whether anyone or just Ts can pickup this entity. If set, CTs can pickup and plant the bomb. |
mp_c4_cannot_be_defused
|
0 | Determines whether planted C4 can be defused when planted or not. |
mp_c4timer
|
40 | The duration in seconds between planting the bomb and its explosion. Minimum value is 10. |
mp_death_drop_c4
|
1 | Determines whether a player carrying this entity will drop it on death. |
mp_give_player_c4
|
1 | Determines whether one terrorist is given this entity at round start, assuming that there exists a func_bomb_target. |
mp_plant_c4_anywhere
|
0 | Determines whether this entity can be planted anywhere on the map or only inside func_bomb_target. |
KeyValues
CS:S / CS:GO Weapon:
- Ammo (ammo) <integer> (only in
)
- Amount of reserve ammo to be added. Fallback value is 0. !FGD
- 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:S / 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.