Template:BasicCSseriesWeapon

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Revision as of 22:48, 26 January 2022 by Popcorn (talk | contribs) (Added support to in-/exclude CS:S or CS:GO information.)
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Usage

This is a template used only for Weapon Entities that exist in Counter-Strike: Source 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 Counter-Strike: Source specific information should be shown. Default is 1.
{{{csgo|1}}} - Whether or not Counter-Strike: Global Offensive 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}}

KeyValues

CS:S / CS:GO Weapon:
ammo ([todo internal name (i)]) <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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history

Flags

  • 1 : Start Constrained
Prevents the model from moving.

Inputs

CS:S / CS:GO Weapon:

SetAmmoAmount <integer> (only in Counter-Strike: Global Offensive)
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. Grenades use the reserve ammo, not this.
SetReserveAmmoAmount <integer> (only in Counter-Strike: Global Offensive)
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> (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.

Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history

Outputs

CS:S / CS:GO Weapon:
OnPlayerUse
Fires when a player +uses this weapon (!activator is the player.).
Counter-Strike: Global Offensive Does not fire if the weapon is picked up successfully.
OnPlayerPickup
Fires when a player picks this weapon up (!activator is the player.).
OnCacheInteraction
Fires on successful +use pickup and (rapidly) on player touch (!activator is the player.).
Counter-Strike: Global Offensive Non-FGD. Does not fire if CanBePickedUp is false.
OnNPCPickup
Fires when an NPC picks up this weapon (!activator is the NPC).
Counter-Strike: Global Offensive Non-FGD. Bots are considered players, so this output has no functionality.
Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history