weapon_healthshot
weapon_healthshot
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
The MediShot (as referred to by the tablet in Danger Zone) was added in 2016 as part of the Operation Wildfire update, originally for the Co-op Strike game mode. It appears in the aforementioned Co-op Strike missions, as well as Danger Zone as starting equipment, as well as occasional drops from crates and being purchasable from the tablet for $1000.
When used, the player will stab himself with the syringe in the right chest. By default, 50 HP will be restored over 2.5 seconds. While the healing is taking place, the screen warps a large amount around the edges and a blue border gradually fades in and out. This, combined with the fact that the animation does not allow switching weapons, makes the MediShot significantly more useful while not in an engagement, as if you attempt to use it in the middle of combat, an enemy could take advantage of this and catch you with no weapon and limited vision.
Related console commands
Console Command | Description |
---|---|
ammo_item_limit_healthshot
|
The maximum number of healthshots each player can carry. |
healthshot_allow_use_at_full
|
Whether or not the players can use a healthshot while already being on maximum health. |
healthshot_health
|
The number of HP that is restored on usage, maxing out at the player's max_health .
|
healthshot_healthboost_damage_multiplier
|
A multiplier for damage that healing player receives. For example, a healing player can receive double (2.0), normal (1.0), half (0.5) or no (0.0) damage, independent of the damage source. |
healthshot_healthboost_speed_multiplier
|
A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing. |
healthshot_healthboost_time
|
The duration of the speed effect of healthshot_healthboost_speed_multiplier , in seconds.
|
mp_death_drop_healthshot
|
Whether or not each player will drop a healthshot on death (if he had at least one). |
mp_tdm_healthshot_killcount
|
Deathmatch: The number of consecutive kills after which a player is automatically given a healthshot (if he has none). |
sv_health_approach_enabled
|
Whether or not the HP are granted at once (0) or over time (1). |
sv_health_approach_speed
|
The rate at which the healing is granted, in HP per second, only if sv_health_approach_enabled is 1. Non-positive values result in no healing.
|
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.