Weapon shield: Difference between revisions

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==Entity Description==
==Entity Description==
The shield was first introduced as part of the {{csgo mode|Dz}} mode, but since [https://counter-strike.net/operationriptide Operation Riptide] has been added to the buy menu for {{csgo mode|Casual}} [[Hostage Rescue|Hostage mode]].
The shield was first introduced as part of the {{csgo mode|Dz}} mode, but since {{CsgoOperation|riptide}} has been added to the buy menu for {{csgo mode|Casual}} [[Hostage Rescue|Hostage mode]].


{{note|For this weapon to be purchasable and being able to pick it up, at least one [[func_hostage_rescue]] needs to be present in the map.}}
{{note|For this weapon to be purchasable and being able to pick it up, at least one [[func_hostage_rescue]] needs to be present in the map.}}

Revision as of 23:27, 30 March 2022

Worldmodel of the Shield.

weapon_shield is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity Description

The shield was first introduced as part of the CS:GO Danger Zone Danger Zone mode, but since OpRiptide.pngOperation Riptide has been added to the buy menu for CS:GO/CS2 Casual Casual Hostage mode.

Note.pngNote:For this weapon to be purchasable and being able to pick it up, at least one func_hostage_rescue needs to be present in the map.

Related Console Variables

Console Command Description
mp_shield_speed_deployed The max speed of a player when they have a shield deployed.
mp_shield_speed_holstered The max speed of a player when they have a shield holstered.
sv_shield_bash_damage_to_nonplayer Shield bash damage to non-players.
sv_shield_bash_damage_to_players Shield bash damage to players.
sv_shield_explosive_damage_cap [Todo]
sv_shield_explosive_damage_crouch_bonus [Todo]
sv_shield_explosive_damage_mindist [Todo]
sv_shield_explosive_damage_mult [Todo]
sv_shield_explosive_damage_scale [Todo]
sv_shield_hitpoints Amount of damage the shield can absorb.
sv_shield_purchase_restricted_to Restrict shield purchases to specific team.

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 <integerRedirectInput/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 <integerRedirectInput/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 <booleanRedirectInput/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.