Template:BasicCSGOweapon
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Keyvalues
- Is this weapon allowed to be picked up? (CanBePickedUp) <boolean>
- Determines if players are able to pick up the weapon.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- 1 : Start Constrained
- Prevents the model from moving.
Inputs
- SetAmmoAmount <integer>
- Sets the (primary) ammo which is usually the number of bullets in the active magazine. 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, a player holding this weapon will reload 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>
- Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the weapon_ak47). Negative values make the ammo display disappear and reloading is impossible.
- ToggleCanBePickedUp <boolean>
- Toggles if 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
Weapon:
- OnPlayerUse
- Fires when a player +uses this weapon but does not pick it up, e.g. during the pickup cooldown immediately after dropping it or if
CanBePickedUp
is false (!activator is the player.).
- OnPlayerPickup
- Fires when a player picks this weapon up (!activator is the player.).
- OnCacheInteraction !FGD
- Fires when a player picks this weapon up (!activator is the player.). Also fires rapidly when a player touches the weapon but automatic pickup fails, e.g. if he already has a weapon in that slot. Does not fire if
CanBePickedUp
is false.
- OnNPCPickup !FGD
- Fires when an NPC picks up this weapon (!activator is the NPC). However, bots in
are considered players, so this output has no functionality.