Weapon c4

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Revision as of 09:45, 10 January 2021 by Popcorn (talk | contribs) (Swapped to BasicCSseriesWeapon template and added csgo related commands.)
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Weapon c4.PNG
C4 in CS:GO

Template:Base point multi

Entity Description

Represents the bomb used in defusal maps. It is automatically assigned at the beginning of the round.

CS:GO Related Console Commands

Command Description
mp_anyone_can_pickup_c4 Determines whether anyone or just terrorists can pickup this entity. If set, counterterrorists can pickup and plant the bomb. Default is 0.
mp_c4_cannot_be_defused Determines whether planted C4 can be defused when planted or not. Default is 0.
mp_c4timer The duration in seconds between planting the bomb and its explosion. Minimum value is 10, default is 40.
mp_death_drop_c4 Determines whether a player carrying this entity will drop it on death. Default is 1.
mp_give_player_c4 Determines whether one terrorist is given this entity at round start, assuming that there exists a func_bomb_target. Default is 1.
mp_plant_c4_anywhere Determines whether this entity can be planted anywhere on the map or only inside func_bomb_target.

KeyValues

CS:S / CS:GO Weapon:

Ammo (ammo) <integer> (only in Counter-Strike: Source)
Amount of reserve ammo to be added. Fallback value is 0. !FGD
Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in Counter-Strike: Global Offensive)
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 <integerRedirectInput/integer> (only in Counter-Strike: Global Offensive)
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 <integerRedirectInput/integer> (only in Counter-Strike: Global Offensive)
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 <booleanRedirectInput/boolean> (only in Counter-Strike: Global Offensive)
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:S / 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.).
Counter-Strike: Global Offensive 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.
Counter-Strike: Source Hostages might be NPCs, but they don't pick weapons up.