Template:BasicCS2Weapon: Difference between revisions
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) (Created page with "<onlyinclude>{{BasicCSseriesWeapon|{{{1|{{str index|{{ROOTPAGENAME}}|8}}}}}|css=0|csgo=0|cs2=1}}</onlyinclude>") |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
<onlyinclude>{{ | <onlyinclude> | ||
== KeyValues == | |||
{{minititle|CS2 Weapon}} | |||
{{KV|Is this weapon allowed to be picked up?|intn=CanBePickedUp|boolean|Determines if players are able to pick up the weapon.}} | |||
== Flags == | |||
{{fl|1|Start Constrained|Prevents the model from moving.}} | |||
{{fl|2|Deny Player Pickup|Prevents player from being able to pick up the weapon.|nofgd=1}} | |||
== Inputs == | |||
{{minititle|CS2 Weapon}} | |||
{{i|SetAmmoAmount|param=integer|For guns, sets the number of bullets in the active magazine. Does nothing for grenades. Behaves like <tt>SetClipPrimary</tt>.}} | |||
{{i|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. Negative values are clamped to 0 for guns.<!--Behaves like <tt>SetClipSecondary</tt>.-->}} | |||
{{i|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.}} | |||
{{i|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.}} | |||
{{i|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. Use <tt>SetReserveAmmoAmount</tt> instead.}}}} | |||
== Outputs == | |||
{{minititle|CS2 Weapon}} | |||
{{o|OnPlayerUse|Fires when a player [[+use]]s this weapon {{PlAct}}. Does not fire if the weapon is picked up successfully.}} | |||
{{o|OnPlayerPickup|Fires when a player picks this weapon up {{PlAct}}.}} | |||
<includeonly> | |||
[[Category:Weapons|{{{1|{{ROOTPAGENAME}}}}}]] | |||
[[Category:Counter-Strike 2 entities]] | |||
[[Category:Counter-Strike 2 weapons|{{{1|{{ROOTPAGENAME}}}}}]] | |||
</includeonly></onlyinclude> |
Latest revision as of 15:45, 5 April 2025
KeyValues
CS2 Weapon:
- Is this weapon allowed to be picked up? (CanBePickedUp) <boolean>
- 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
CS2 Weapon:
- SetAmmoAmount <integer>
- For guns, sets the number of bullets in the active magazine. Does nothing for grenades. Behaves like SetClipPrimary.
- SetReserveAmmoAmount <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).
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 are clamped to 0 for guns.
- ToggleCanBePickedUp <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.
- SetClipPrimary <integer>
- 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.
Does nothing for grenades.
Outputs
CS2 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.).