Weapon bumpmine: Difference between revisions
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(Created page with "thumb|right|300px {{ent not in fgd}} {{csgo point|weapon_bumpmine}} ==Entity Description== {{DZupdate}} The primary attack (<code>+attack</code>) thr...") |
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{{csgo | {{this is a|e0|game=csgo|name=weapon_bumpmine}} | ||
==Entity Description== | ==Entity Description== |
Revision as of 09:35, 7 January 2024
weapon_bumpmine
is an e0 available in Counter-Strike: Global Offensive.

- The {{{game}}} parameter is inconsistent with the name defined by the {{csgo}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Counter-Strike: Global Offensive.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
Entity Description
It's one of many new entities added with the Danger Zone update.
The primary attack (+attack
) throws a bumpmine_projectile. It sticks to solid brushes, func_physboxes, props and players and plays a unique sound when doing so.
Every projectile can be picked up again with +use by the player.
Related Console Commands
Command | Desecription |
---|---|
ammo_grenade_limit_bumpmine
|
Default value is 3. ![]() |
sv_bumpmine_arm_delay
|
Default value is 0.3 Todo: Doesn't affect anything?
|
sv_bumpmine_detonate_delay
|
Default value is 0.25. Todo: Doesn't affect anything?
|
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
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.