Weapon molotov: Difference between revisions
		
		
		
		
		
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Risk of Confusion:A weapon entity of same name also exists in 
 Left 4 Dead series. However, in the Left 4 Dead series, this entity is only available after a molotov has been picked up from the weapon_molotov_spawn entity and dropped.
		
	
m (typo in template)  | 
				m (Entity -> This is a. Applied changes to BasicCSseriesWeapon and categories.)  | 
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[[File:Weapon molotov.png|thumb|  | [[File:Weapon molotov.png|thumb|250px|Molotov]]  | ||
{{  | {{This is a|point|name=weapon_molotov|game=Counter-Strike: Global Offensive|game1=Counter-Strike 2}}  | ||
{{ModernConfusion|A weapon entity of same name also exists in   | {{ModernConfusion|A weapon entity of same name also exists in {{l4ds|4}}. However, in the Left 4 Dead series, this entity is only available after a molotov has been picked up from the [[weapon_molotov_spawn]] entity and dropped.}}  | ||
{{  | {{Todo|Consult pages like [[weapon_fists]], [[weapon_knife]] and [[info_map_parameters]], then apply the missing information for L4D accordingly.}}  | ||
{{BasicCSGOweapon}}  | {{BasicCSGOweapon|molotov}}  | ||
Revision as of 16:54, 12 September 2023
weapon_molotov  is a   point  available in 
 Counter-Strike: Global Offensive and 
 Counter-Strike 2.
Todo: Consult pages like weapon_fists, weapon_knife and info_map_parameters, then apply the missing information for L4D accordingly.
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 CanBePickedUpis 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.