Template:BasicCSseriesWeapon: Difference between revisions
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Note:This is a template for weapons that exist in both
and
because Template:BasicCSSweapon and Template:BasicCSGOweapon are not accurate for them. This here is literally a mix of both.
m (Added Categories CSGO Entities and CSGO Weapons) |
m (Categories) |
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{{IO|only={{csgo}}|SetAmmoAmount|param=integer|Sets the (primary) ammo which is usually the number of bullets in the active magazine. Every value behaves like its [https://en.wikipedia.org/wiki/Congruence_(integers)#Congruence congruent] value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, a player holding this weapon will reload 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.}} | {{IO|only={{csgo}}|SetAmmoAmount|param=integer|Sets the (primary) ammo which is usually the number of bullets in the active magazine. Every value behaves like its [https://en.wikipedia.org/wiki/Congruence_(integers)#Congruence congruent] value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, a player holding this weapon will reload 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.}} | ||
{{IO|only={{csgo}}|SetReserveAmmoAmount|param=integer|Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the [[weapon_ak47]]). Negative values make the ammo display disappear and reloading is impossible.}} | {{IO|only={{csgo}}|SetReserveAmmoAmount|param=integer|Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the [[weapon_ak47]]). Negative values make the ammo display disappear and reloading is impossible.}} | ||
{{IO|only={{csgo}}|ToggleCanBePickedUp|param=boolean|Toggles if 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.}} | {{IO|only={{csgo}}|ToggleCanBePickedUp|param=boolean|Toggles if 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.}} | ||
{{I Targetname}} | {{I Targetname}} | ||
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{{O BaseEntity}}<includeonly>[[Category:Weapons]]</includeonly> | {{O BaseEntity}}<includeonly>[[Category:Weapons]]</includeonly> | ||
}} | }} | ||
<includeonly>[[Category:Counter-Strike: Source Entities]] [[Category:Counter-Strike: Source Weapons]] | <includeonly> | ||
[[Category:Counter-Strike: Source Entities]] | |||
[[Category:Counter-Strike: Source Weapons]] | |||
[[Category:Counter-Strike: Global Offensive Entities]] | |||
[[Category:Counter-Strike: Global Offensive Weapons]] | |||
</includeonly> |
Revision as of 09:48, 4 April 2021



Keyvalues
- ammo ([todo internal name (i)]) <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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- 1 : Start Constrained
- Prevents the model from moving.
Inputs
- SetAmmoAmount <integer> (only in
)
- Sets the (primary) ammo which is usually the number of bullets in the active magazine. 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, a player holding this weapon will reload 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
)
- Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the weapon_ak47). Negative values make the ammo display disappear and reloading is impossible.
- ToggleCanBePickedUp <boolean> (only in
)
- Toggles if 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
Weapon:
- OnPlayerUse
- Fires when a player +uses this weapon (!activator is the player.).
- OnPlayerPickup
- Fires when a player picks this weapon up (!activator is the player.).
- OnCacheInteraction
- Fires on successful +use pickup and (rapidly) on player touch (!activator is the player.).
Note:
Non-FGD. Does not fire if
CanBePickedUp
is false.
- OnNPCPickup
- Fires when an NPC picks up this weapon (!activator is the NPC).
Note:
Non-FGD. Bots are considered players, so this output has no functionality.