Template:Base point multi
This entity is not in the FGD by default. See below for instructions on making it available.
It's one of many new entities added with the Danger Zone update.
This entity itself is unused in-game. Instead, there are other weapons that are subclasses of this "throwable base weapon", i.e. weapon_axe, weapon_hammer and weapon_spanner.
Entity Description
Players can only pick this entity up if game_type 6 and game_mode 0 are set. This is the case in Danger Zone.
The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.
Damage
|
unarmored
|
armored
|
normal
|
60 (50)*
|
51 (42)*
|
from behind
|
100 (100)*
|
85 (85)*
|
thrown
|
60
|
30
|
* consecutive swings
It has no icon in the owning player's HUD on the bottom right.
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 <integerRedirectInput/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 <integerRedirectInput/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 <booleanRedirectInput/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.
FGD Code
@PointClass base(Weapon) studio("models/weapons/w_knife_default_ct_dropped.mdl") = weapon_melee : "Knife" []
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