weapon_zone_repulsor
weapon_zone_repulsor
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
The Zone Repulsor Device was used for the second mission of Valve's Co-op Strike map coop_kabash. It also works in Danger Zone.
This entity temporarily repulses (denies, erases) the Danger Zone in a sphere with a certain radius around this entity, creating a safe area for players.
This entity can be picked up by one player by +use
ing it for 1 second. When picked up, it becomes their active weapon and as soon as they switch to another weapon, this entity is dropped. This means that the carrier of this entity is vulnerable as they cannot shoot.
Note:Only one weapon_zone_repulsor can exist on a server. Trying to create more delivers the console message
One zone repulsor already exists, cannot spawn more than one at a time.
KeyValues
CS:GO / CS2 Weapon:
- Is this weapon allowed to be picked up?
(CanBePickedUp)
<boolean> (in all games since ) - Determines if players are able to pick up the weapon.
Flags
Start Constrained : [1]
- Prevents the model from moving.
Inputs
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?]
Outputs
CS:GO / CS2 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
(removed since ) !FGD- When dropped, fires every tick on player touch (
!activator
is the player.).
Also fires on successful +use pickup. Does not fire ifCanBePickedUp
is false.
OnNPCPickup
(removed since ) !FGD- Fires when an NPC picks up this weapon (
!activator
is the NPC). Bots are considered players, so this output has no functionality.
Categories:
- TODO rewrite lang to LanguageBar
- Counter-Strike: Global Offensive entities
- Counter-Strike: Global Offensive point entities
- Pages with uncategorized bugs
- Point Entities
- Non-internal entities
- Weapons
- Counter-Strike: Global Offensive weapons
- Counter-Strike 2 entities
- Counter-Strike 2 weapons
- Counter-Strike: Global Offensive Weapons