Template:BasicCSGOweapon: Difference between revisions

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m (Modified "I BaseAnimating" Template parameter to show Enable/Disable/... inputs)
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==Keyvalues==
{{BasicCSseriesWeapon|css=0|csgo=1}}
{{KV|Is this weapon allowed to be picked up?|intn=CanBePickedUp|boolean|Determines if players are able to pick up the weapon.}}
{{KV Targetname|csgo=1}}
<!--{{KV BaseAnimating|portal2=1}}-->
{{KV Angles}}
 
==Flags==
* 1 : Start Constrained
: Prevents the model from moving.
 
==Inputs==
{{IO|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|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|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|HideWeapon|Hides the [[viewmodel]] of this weapon for the [[player]] having it deployed until it is deployed again.}}
{{I BaseAnimating|portal2=1}}
{{I Targetname}}
 
==Outputs==
{{ScrollBox|title=Weapon|
{{IO|OnPlayerUse|Fires when a [[player]] [[+use]]s this weapon '''''but does not pick it up''''', e.g. during the pickup cooldown immediately after dropping it or if <code>CanBePickedUp</code> is false {{PlAct}}.}}
{{IO|OnPlayerPickup|Fires when a [[player]] picks this weapon up {{PlAct}}.}}
{{IO|OnCacheInteraction|nofgd=1|Fires when a [[player]] picks this weapon up {{PlAct}}. Also fires rapidly when a player touches the weapon but automatic pickup fails, e.g. if he already has a weapon in that slot. Does not fire if <code>CanBePickedUp</code> is false.}}
{{IO|OnNPCPickup|nofgd=1|Fires when an [[NPC]] picks this weapon up {{activator|NPC}}}}. However, [[bot]]s in {{csgo}} are considered [[player]]s, so this output has no functionality.
{{O BaseAnimating}}
{{O BaseEntity}}
}}
 
<includeonly>[[Category:Weapons]]</includeonly>
<includeonly>[[Category:Counter-Strike: Global Offensive Entities]] [[Category:Counter-Strike: Global Offensive Weapons]]</includeonly>

Revision as of 23:00, 26 January 2022

KeyValues

CS:GO Weapon:

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in Counter-Strike: Global Offensive)
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 Counter-Strike: Global Offensive)
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 Counter-Strike: Global Offensive)
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 Counter-Strike: Global Offensive)
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.).
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is 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.