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|  | </includeonly></onlyinclude> |  | </includeonly></onlyinclude> | 
|  | {{documentation}} |  | {{documentation}} | 
|  | {{ {{PAGENAME}} | csgo=0 }}
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		Revision as of 17:35, 4 April 2022

 Available doc translations 
…
 English
 EnglishUsage
This is a template used only for Weapon Entities that exist in  Counter-Strike: Source and
 Counter-Strike: Source and  Counter-Strike: Global Offensive.
 Counter-Strike: Global Offensive.
The templates {{BasicCSSweapon}} and {{BasicCSGOweapon}} rely on this one.
Parameters
| {{{1}}} | - The name of the weapon (omitting the weapon_prefix) used for sorting in categories. | 
| {{{nocat|0}}} | - Whether or not categories should be added to the entity page. | 
| {{{css|1}}} | - Whether or not  specific information should be shown. Default is 1. | 
| {{{csgo|1}}} | - Whether or not  specific information should be shown. Default is 1. | 
The result when setting {{{css}}} and {{{csgo}}} to 0 is not supposed to be used.
Example
{{BasicCSseriesWeapon}}
| KeyValuesCS:S / CS:GO Weapon: 
ammo ([todo internal name (i)])  <integer> (only in  )Amount of reserve ammo to be added. Fallback value is 0. !FGDIs this weapon allowed to be picked up? (CanBePickedUp)  <boolean> (only in  )Determines if players are able to pick up the weapon.
 FlagsStart Constrained : [1]Prevents the model from moving.
 InputsCS:S / CS:GO Weapon: 
 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. Grenades use the reserve ammo, not this.
 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 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.
OutputsCS:S / CS:GO Weapon: 
OnPlayerUseFires when a player +uses this weapon (!activator is the player.). Does not fire if the weapon is picked up successfully.
 OnPlayerPickupFires when a player picks this weapon up (!activator is the player.).
 OnCacheInteraction   !FGDWhen dropped, fires every tick on player touch (!activator is the player.). 
  Also fires on successful +use pickup. Does not fire if CanBePickedUpis false.
 OnNPCPickup   !FGDFires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.
  Hostages might be NPCs, but they don't pick weapons up.
 
 
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