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This is a template used only for Weapon Entities that exist in  Counter-Strike: Source and
 Counter-Strike: Source and  Counter-Strike: Global Offensive.
 Counter-Strike: Global Offensive.
The templates {{BasicCSSweapon}} and {{BasicCSGOweapon}} rely on this one.
Parameters
| {{{1}}} | - The name of the weapon (omitting the weapon_prefix) used for sorting in categories. | 
| {{{nocat|0}}} | - Whether or not categories should be added to the entity page. | 
| {{{css|1}}} | - Whether or not  specific information should be shown. Default is 1. | 
| {{{csgo|1}}} | - Whether or not  specific information should be shown. Default is 1. | 
The result when setting {{{css}}} and {{{csgo}}} to 0 is not supposed to be used.
Example
{{BasicCSseriesWeapon}}
| KeyValuesCS:S / CS:GO / CS2 Weapon:
 Ammo (ammo)  <integer> (only in  )Amount of reserve ammo to be added. Fallback value is 0. !FGDIs this weapon allowed to be picked up? (CanBePickedUp)  <boolean> (in all games since  )Determines if players are able to pick up the weapon.
 FlagsStart Constrained : [1]Prevents the model from moving.
 Deny Player Pickup : [2] !FGDPrevents player from being able to pick up the weapon.
 Deny Physcannon Punt : [4] (only in  Half-Life 2 series) (also in  ) !FGDPrevents physgcannon from being able to pick up the weapon.
 InputsCS:S / CS:GO / CS2 Weapon:
 SetAmmoAmount  <integer> (in all games since  )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. 
  Behaves like SetClipPrimary.
 SetReserveAmmoAmount  <integer> (in all games since  )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. 
  Negative values are clamped to 0 for guns.
 ToggleCanBePickedUp  <boolean> (in all games since  )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> (only in  )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.
 SetClipSecondary  <integer> (only in  ) Bug:Does nothing. SetReserveAmmoAmount works.  [todo tested in ?]
 OutputsCS:S / CS:GO / CS2 Weapon:
 OnPlayerUseFires when a player +uses this weapon (!activator is the player.). Does not fire if the weapon is picked up successfully.
 OnPlayerPickupFires when a player picks this weapon up (!activator is the player.).
 OnCacheInteraction   (removed since  ) !FGDWhen dropped, fires every tick on player touch (!activator is the player.). 
  Also fires on successful +use pickup. Does not fire if CanBePickedUpis false.
 OnNPCPickup   (removed since  ) !FGDFires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.
  Hostages might be NPCs, but they don't pick weapons up.
 
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