Weapon c4: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(Swapped to BasicCSseriesWeapon template and added csgo related commands.) |
||
Line 3: | Line 3: | ||
{{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 | ==Entity Description== | ||
Represents the bomb used in defusal maps. It is automatically assigned at the beginning of the round. | Represents the bomb used in defusal maps. It is automatically assigned at the beginning of the round. | ||
{{ | ==CS:GO Related Console Commands== | ||
{|class="standard-table" | |||
!Command | |||
!Description | |||
|- | |||
|<code>mp_anyone_can_pickup_c4</code> | |||
|Determines whether anyone or just terrorists can pickup this entity. If set, counterterrorists can pickup and plant the bomb. Default is 0. | |||
|- | |||
|<code>mp_c4_cannot_be_defused</code> | |||
|Determines whether planted C4 can be defused when planted or not. Default is 0. | |||
|- | |||
|<code>mp_c4timer</code> | |||
|The duration in seconds between planting the bomb and its explosion. Minimum value is 10, default is 40. | |||
|- | |||
|<code>mp_death_drop_c4</code> | |||
|Determines whether a player carrying this entity will drop it on death. Default is 1. | |||
|- | |||
|<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]]. Default is 1. | |||
|- | |||
|<code>mp_plant_c4_anywhere</code> | |||
|Determines whether this entity can be planted anywhere on the map or only inside [[func_bomb_target]]. | |||
|} | |||
{{BasicCSseriesWeapon}} | |||
[[Category:Counter-Strike: Source Entities]] | [[Category:Counter-Strike: Source Entities]] | ||
[[Category:Counter-Strike: Source Weapons|C]] | [[Category:Counter-Strike: Source Weapons|C]] |
Revision as of 09:45, 10 January 2021
Entity Description
Represents the bomb used in defusal maps. It is automatically assigned at the beginning of the round.
CS:GO Related Console Commands
Command | Description |
---|---|
mp_anyone_can_pickup_c4
|
Determines whether anyone or just terrorists can pickup this entity. If set, counterterrorists can pickup and plant the bomb. Default is 0. |
mp_c4_cannot_be_defused
|
Determines whether planted C4 can be defused when planted or not. Default is 0. |
mp_c4timer
|
The duration in seconds between planting the bomb and its explosion. Minimum value is 10, default is 40. |
mp_death_drop_c4
|
Determines whether a player carrying this entity will drop it on death. Default is 1. |
mp_give_player_c4
|
Determines whether one terrorist is given this entity at round start, assuming that there exists a func_bomb_target. Default is 1. |
mp_plant_c4_anywhere
|
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.