Counter-Strike 2/Weapons: Difference between revisions
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<noinclude>{{LanguageBar}}{{For|{{csgo|4}} weapons|[[Counter-Strike: Global Offensive/Weapons|List of CS:GO Weapons]]}}{{cs2 topicon}}<!-- noinclude so it wont show up on "Counter-Strike 2" page and cause problems. --> | <noinclude>{{LanguageBar}}{{For|{{csgo|4}} weapons|[[Counter-Strike: Global Offensive/Weapons|List of CS:GO Weapons]]}}{{cs2 topicon}}<!-- noinclude so it wont show up on "Counter-Strike 2" page and cause problems. --> | ||
This | This page lists the following weapons available in {{Cs2|2}}. All information shown here are copied from {{csgo|1|nt=CS:GO}}, but anything related to [[VScript]] and other weapons not available in {{cs2|1}} are removed. | ||
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=== Giving Weapons === | === Giving Weapons === | ||
To give yourself a weapon, you can use the [[cheat]] command <code>[[give]] <entityname></code>, which should spawn a specified weapon inside the executing [[player]], for example <code>give weapon_awp</code>. Knives and Danger Zone melees might instantly be removed by the game when they would spawn; To overcome this, one can use the command sequence <code>give <entityname>; ent_fire <entityname> addoutput "classname weapon_knifegg"</code> (in one line!) so that the entity "becomes" an entity that is not removed by the game in the same tick. Note that some weapons have a different classname after being given, e.g. <code>give weapon_axe; ent_fire weapon_melee addoutput "classname weapon_knifegg"</code>. | To give yourself a weapon, you can use the [[cheat]] command <code>[[give]] <entityname></code>, which should spawn a specified weapon inside the executing [[player]], for example <code>give weapon_awp</code>. Knives and Danger Zone melees might instantly be removed by the game when they would spawn; To overcome this, one can use the command sequence <code>give <entityname>; ent_fire <entityname> addoutput "classname weapon_knifegg"</code> (in one line!) so that the entity "becomes" an entity that is not removed by the game in the same tick. Note that some weapons have a different classname after being given, e.g. <code>give weapon_axe; ent_fire weapon_melee addoutput "classname weapon_knifegg"</code>. | ||
Map driven item giving can be done with [[game_player_equip | Map driven item giving can be done with [[game_player_equip]]. | ||
=== Manipulating Weapons === | === Manipulating Weapons === | ||
Weapons can be manipulated via [[I/O]], e.g. with {{ent|ent_fire}} | Weapons can be manipulated via [[I/O]], e.g. with {{ent|ent_fire}}. All weapon entities support the inputs <code>Kill, SetAmmoAmount <int>, SetReserveAmmoAmount <int>, ToggleCanBePickedUp</code>, for example the command <code>ent_fire weapon_ak47 kill</code> removes all AK-47s in the map. | ||
{{note|When the weapon is killed that a player has deployed, their viewmodel will be broken until they deploy another weapon.}} | {{note|When the weapon is killed that a player has deployed, their viewmodel will be broken until they deploy another weapon.}} | ||
{{tip|There are weapon classes whose entities initially have an identical classname keyvalue after being spawned, even though they were created from different classnames. This makes it impossible to target only one of these weapon classes in the [[I/O]] system such as [[weapon_mp5sd|MP5-SD]] and [[weapon_mp7|MP7]] entities, because entities of both classes will have the classname <code>"weapon_mp7"</code> after being spawned, so firing I/O events to <code>weapon_mp5sd</code> won't have any effect because there is no entity with that classname | {{tip|There are weapon classes whose entities initially have an identical classname keyvalue after being spawned, even though they were created from different classnames. This makes it impossible to target only one of these weapon classes in the [[I/O]] system such as [[weapon_mp5sd|MP5-SD]] and [[weapon_mp7|MP7]] entities, because entities of both classes will have the classname <code>"weapon_mp7"</code> after being spawned, so firing I/O events to <code>weapon_mp5sd</code> won't have any effect because there is no entity with that classname. Other entities whose classname changes on spawn are the [[weapon_usp_silencer|USP-S]], [[weapon_cz75a|CZ75-Auto]], [[weapon_revolver|R8 Revolver]], [[weapon_m4a1_silencer|M4A1-S]], [[item_cutters|Rescue Kit]], [[weapon_spanner|Wrench]], [[weapon_hammer|Hammer]], [[weapon_axe|Axe]] and all knives except [[weapon_knife]] and [[weapon_knifegg]].}} | ||
<noinclude><!-- so this wont show up on "Counter-Strike 2" page. --> | <noinclude><!-- so this wont show up on "Counter-Strike 2" page. --> | ||
== See also == | == See also == | ||
Revision as of 02:30, 25 October 2025
This page lists the following weapons available in
Counter-Strike 2. All information shown here are copied from CS:GO, but anything related to VScript and other weapons not available in Counter-Strike 2 are removed.
As of the release of
Counter-Strike 2, there are currently no new weapons introduced. However, the smoke that comes from the smoke grenade now can be pushed by bullets, grenades to briefly clear sightlines or expand occlusion, plus can collides with the world objects, as smoke grenades are now dynamic volumetric objects compare to sprites used in previous games. Some weapons, such as all weapons from Danger Zone gamemode, were either removed or left unused as Counter-Strike 2 currently does not have Danger Zone.
Buy Menu
| Pistol | SMG | Heavy | Rifle | Equipment | Grenade |
|---|---|---|---|---|---|
Other
| Knives | Miscellaneous | |
|---|---|---|
|
Giving Weapons
To give yourself a weapon, you can use the cheat command give <entityname>, which should spawn a specified weapon inside the executing player, for example give weapon_awp. Knives and Danger Zone melees might instantly be removed by the game when they would spawn; To overcome this, one can use the command sequence give <entityname>; ent_fire <entityname> addoutput "classname weapon_knifegg" (in one line!) so that the entity "becomes" an entity that is not removed by the game in the same tick. Note that some weapons have a different classname after being given, e.g. give weapon_axe; ent_fire weapon_melee addoutput "classname weapon_knifegg".
Map driven item giving can be done with game_player_equip.
Manipulating Weapons
Weapons can be manipulated via I/O, e.g. with ent_fire. All weapon entities support the inputs Kill, SetAmmoAmount <int>, SetReserveAmmoAmount <int>, ToggleCanBePickedUp, for example the command ent_fire weapon_ak47 kill removes all AK-47s in the map.
"weapon_mp7" after being spawned, so firing I/O events to weapon_mp5sd won't have any effect because there is no entity with that classname. Other entities whose classname changes on spawn are the USP-S, CZ75-Auto, R8 Revolver, M4A1-S, Rescue Kit, Wrench, Hammer, Axe and all knives except weapon_knife and weapon_knifegg.See also
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