Template:BasicCSseriesWeapon: Difference between revisions
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(Added parameter {{{1}}} for category keys such as "ak47", "awp" etc. so they're not sorted at "weapon_*". Added {{{cs2}}} parameter, categories for cs2 and two new cs2 inputs.) |
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-->== KeyValues == | -->== KeyValues == | ||
{{ScrollBox | {{ScrollBox | ||
|title={{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }} Weapon | |title={{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }}{{#ifeq:{{{cs2|1}}}|0|| / CS2}} Weapon | ||
|bottom-border=1 | |bottom-border=1 | ||
|color=#222 | |color=#222 | ||
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{{#ifeq:{{{css|1}}} |0|| {{KV|only={{css}}|ammo|integer|Amount of reserve ammo to be added. Fallback value is 0. {{Not in FGD}}}} }} | {{#ifeq:{{{css|1}}} |0|| {{KV|only={{css}}|ammo|integer|Amount of reserve ammo to be added. Fallback value is 0. {{Not in FGD}}}} }} | ||
{{#ifeq:{{{csgo|1}}}|0|| {{KV|only={{csgo}}|Is this weapon allowed to be picked up?|intn=CanBePickedUp|boolean|Determines if players are able to pick up the weapon.}} }} | {{#ifeq:{{{csgo|1}}}|0|| {{KV|only={{csgo}}|Is this weapon allowed to be picked up?|intn=CanBePickedUp|boolean|Determines if players are able to pick up the weapon.}} }} | ||
{{KV BaseEntity |noscroll=1|base={{#ifeq:{{{csgo|1}}}|0|1|}} }} | {{KV BaseEntity |noscroll=1|base={{#ifeq:{{{csgo|1}}}|0|1|0}} }} | ||
{{KV BaseAnimating|noscroll=1|base={{#ifeq:{{{csgo|1}}}|0|1|}} }} | {{KV BaseAnimating|noscroll=1|base={{#ifeq:{{{csgo|1}}}|0|1|0}} }} | ||
}} | }} | ||
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== Inputs == | == Inputs == | ||
{{ScrollBox | {{ScrollBox | ||
|title={{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }} Weapon | |title={{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }}{{#ifeq:{{{cs2|1}}}|0|| / CS2}} Weapon | ||
|bottom-border=1 | |bottom-border=1 | ||
|color=#222 | |color=#222 | ||
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|<!-- | |<!-- | ||
-->{{# | -->{{#ifexpr:{{{csgo|1}}}. or {{{cs2|1}}}.|<p> | ||
{{IO| | {{IO|since={{csgo}}|SetAmmoAmount|param=integer|For guns, sets the number of bullets in the active magazine. Does nothing for grenades.<!-- | ||
{{IO| | -->{{#ifeq:{{{csgo|1}}}|0||<br>{{csgo}} 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, 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.}}<!-- | ||
{{IO| | -->{{#ifeq:{{{cs2|1}}}|0||<br>{{cs2}} Behaves like <tt>SetClipPrimary</tt>.}} | ||
}}<!-- END IO SetAmmoAmount --> | |||
{{IO|since={{csgo}}|SetReserveAmmoAmount|param=integer|For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the [[weapon_ak47]]).<br>For grenades, sets their count, clamping at the current maximum depending on the convars <tt>ammo_grenade_limit_*</tt>; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.<!-- | |||
-->{{#ifeq:{{{csgo|1}}}|0||<br>{{csgo}} Negative values make a gun's ammo display disappear and reloading is impossible.}}<!-- | |||
-->{{#ifeq:{{{cs2|1}}}|0||<br>{{cs2}} Negative values are clamped to 0 for guns.<!--Behaves like <tt>SetClipSecondary</tt>.-->}} | |||
}}<!-- END IO SetReserveAmmoAmount --> | |||
{{IO|since={{csgo}}|ToggleCanBePickedUp|param=boolean|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.}} | |||
</p>}}<!-- | |||
-->{{#ifeq:{{{cs2|1}}}|0||<p> | |||
{{IO|only={{cs2}}|SetClipPrimary|param=int|For guns, sets the number of bullets in the active magazine, clamping between 0 and its clip size; When setting to 0, the owner may start reloading automatically.<br>Does nothing for grenades.}} | |||
{{IO|only={{cs2}}|SetClipSecondary|param=int|<!--For guns, sets the number of bullets in reserve, clamping between 0 and its clip size. For grenades, sets their count, clamping between 0 and the current maximum; When setting to 0, the viewmodel stays but no grenade can be thrown.-->{{bug|Does nothing. <tt>SetReserveAmmoAmount</tt> works.}}}} | |||
</p>}}<!-- | </p>}}<!-- | ||
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{{ScrollBox | {{ScrollBox | ||
|noscroll=1 | |noscroll=1 | ||
|title={{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }} Weapon | |title={{#ifeq: {{{css|1}}} |0| {{#ifeq:{{{csgo|1}}}|0||CS:GO}} | CS:S {{#ifeq:{{{csgo|1}}}|0||/ CS:GO}} }}{{#ifeq:{{{cs2|1}}}|0|| / CS2}} Weapon | ||
|bottom-border=1 | |bottom-border=1 | ||
|color=#222 | |color=#222 | ||
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{{IO|OnPlayerUse|Fires when a player [[+use]]s this weapon {{PlAct}}. Does not fire if the weapon is picked up successfully.}} | {{IO|OnPlayerUse|Fires when a player [[+use]]s this weapon {{PlAct}}. Does not fire if the weapon is picked up successfully.}} | ||
{{IO|OnPlayerPickup|Fires when a player picks this weapon up {{PlAct}}.}} | {{IO|OnPlayerPickup|Fires when a player picks this weapon up {{PlAct}}.}} | ||
{{IO|OnCacheInteraction|nofgd=1|When dropped, fires every tick on player touch {{PlAct}}. {{#ifeq:{{{csgo|1}}}|0|| <br>{{csgo}} Also fires on successful [[+use]] pickup. Does not fire if <code>CanBePickedUp</code> is false.}}}} | {{IO|OnCacheInteraction|nofgd=1|removed={{cs2}}|When dropped, fires every tick on player touch {{PlAct}}. {{#ifeq:{{{csgo|1}}}|0|| <br>{{csgo}} Also fires on successful [[+use]] pickup. Does not fire if <code>CanBePickedUp</code> is false.}}}} | ||
{{IO|OnNPCPickup|nofgd=1|Fires when an [[NPC]] picks up this weapon {{activator|NPC}}. [[Bot]]s are considered [[player]]s, so this output has no functionality.{{#ifeq: {{{css|1}}}|0||<br>{{css}} [[hostage_entity|Hostages]] might be NPCs, but they don't pick weapons up.}}}} | {{IO|OnNPCPickup|nofgd=1|removed={{cs2}}|Fires when an [[NPC]] picks up this weapon {{activator|NPC}}. [[Bot]]s are considered [[player]]s, so this output has no functionality.{{#ifeq: {{{css|1}}}|0||<br>{{css}} [[hostage_entity|Hostages]] might be NPCs, but they don't pick weapons up.}}}} | ||
{{O BaseEntity}} | {{O BaseEntity}} | ||
{{O BaseAnimating}} | {{O BaseAnimating}} | ||
}} | }} | ||
{{#if: {{NAMESPACE}}|| | {{#if: {{NAMESPACE}}||<!-- no categories if there is any namespace, such as Template: etc. --> | ||
{{#ifeq: {{{nocat|0}}} |0|<!-- if nocat == 0, use categories --> | |||
{{# | [[Category:Point Entities]] | ||
{{#ifeq:{{{css|1}}}|0|| | [[Category:Non-internal entities]] | ||
[[Category:Weapons|{{{1|{{ROOTPAGENAME}}}}}]] | |||
{{#ifeq:{{{css|1}}}|0|| | |||
}} | [[Category:Counter-Strike: Source Entities]] | ||
{{#ifeq:{{{csgo|1}}}|0|| | [[Category:Counter-Strike: Source Weapons|{{{1|{{ROOTPAGENAME}}}}}]] | ||
}} | |||
{{#ifeq:{{{csgo|1}}}|0|| | |||
}} | [[Category:Counter-Strike: Global Offensive Entities]] | ||
[[Category:Counter-Strike: Global Offensive Weapons|{{{1|{{ROOTPAGENAME}}}}}]] | |||
}} <!-- END #IF NAMESPACE | }} | ||
{{#ifeq:{{{cs2|1}}}|0|| | |||
[[Category:Counter-Strike 2 Entities]] | |||
[[Category:Counter-Strike 2 Weapons|{{{1|{{ROOTPAGENAME}}}}}]] | |||
}} | |||
}}<!-- END #IFEQ nocat --> | |||
}}<!-- END #IF NAMESPACE | |||
</includeonly></onlyinclude> | --></includeonly></onlyinclude> | ||
{{documentation}} | {{documentation}} |
Revision as of 04:05, 9 September 2023
The above documentation is transcluded from Template:BasicCSseriesWeapon/doc. (Edit | Page history)
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