item_heavyassaultsuit

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Snowball Heavy assault suit in player preview.
Info.png
This entity is not in the FGD by default .
See below for instructions on making it available.

item_heavyassaultsuit is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. When placed in the map, it is an invisible entity, that one player can pick up by touching it. It is unaffected by mp_weapons_allow_map_placed.

Entity Description

Availability

This item is not available in the official game modes by default.

  • In CS:GO Co-op Strike Co-op Strike, Counter-Terrorists spawn with this item equipped and can replenish their armor with map placed prop_weapon_refill_heavyarmor entities.
  • With mp_weapons_allow_heavyassaultsuit 1, this item is purchasable for $6000. In the Heavy Assault Suit skirmish game mode, this condition is met.
    Obsolete-notext.png Deprecated: The item is no longer accessible, neither using the buy menu, nor with the command buy heavyarmor.
  • Players can be equipped with this item using game_player_equip entities.
  • With sv_cheats 1, clients can equip themselves with this entity using give item_heavyassaultsuit or equip other players using ent_create item_heavyassaultuit while pointing at their feet.

Effects

Players that are equipped with this item have...

  • 200 armor and receive greatly reduced damage.
  • their maximum movement speed clamped to mp_heavyassaultsuit_speed.

In all game modes except CS:GO Co-op Strike Co-op Strike, they also have...

  • a tinted screen. The tint is green for Terrorists and blue for Counter-Terrorists. This effect requires mat_postprocess_enable 1.
  • audible footsteps while moving, independent of their movement speed. They cannot run, walk or crouch silently.

In all game modes except CS:GO Guardian Guardian and CS:GO Co-op Strike Co-op Strike, players cannot pick up rifles. When trying to pick one up, the player sees the text "Heavy Assault Suit cannot be used with Rifles.".

Icon-Bug.pngBug:When equipped with a rifle using a game_player_equip that has the flag "Only Strip Same Weapon Type" set, then the player's current primary will still be stripped, which, if it is the active weapon, results in a broken viewmodel until the active weapon is switched. This does not happen with "Strip All Weapons First".

If worn in CS:GO Danger Zone Danger Zone, holding the +use key for 4 seconds will take the heavy armor off, however not dropping it.

Icon-Bug.pngBug:If a player with this item equipped is given item_kevlar or item_assaultsuit, his armor value is set to 100, even if the value has been larger before.
Tip.pngTip:Armor as well as heavy armor can be removed from a player using a game_player_equip with the spawnflag "Strip All Weapons First".

Related ConVars

The "Coop Value" refers to csgo/cfg/gamemode_coopmission.cfg.

Command Default Value Coop Value Description
mp_heavyassaultsuit_aimpunch 1.0 0.0 How much extra aim punch will happen when a player wearing the assault suit gets shot.
Confirm: Non-functional?
mp_heavyassaultsuit_cooldown 5 5 Determines cooldown of purchase. After buying this item, the player cannot buy it again within this amount of rounds.
mp_heavyassaultsuit_deploy_timescale 0.8 1.0 How fast a player wearing the heavy assault suit will draw their weapon. 1.0 = normal, 0.5 = half speed, 2.0 = twice as fast.
mp_heavyassaultsuit_speed 130 215 The maximum speed of a player when they are wearing the heavy assault suit.
mp_weapons_allow_heavyassaultsuit 0 1 Determines whether heavyassaultsuit can be bought.
mp_heavybot_damage_reduction_scale 1.0 0.75 How much damage should scale when the player wearing the heavy assault suit is shot.
Confirm: Non-functional?

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.