Difference between revisions of "Weapon shield"

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(Updated the page, todo cvar description)
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{{ent not in fgd}}
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[[Image:Weapon_shield.png|thumb|right|200px|Viewmodel of the Shield.]]
{{csgo point|weapon_shield}}
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{{Csgo point|weapon_shield}}
{{DZupdate}}
 
  
 
==Entity Description==
 
==Entity Description==
This [[entity]] represents the Ballistic Shield in [[Counter-Strike: Global Offensive]]'s Danger Zone game mode.
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The shield was first introduced as part of the Danger Zone mode, but since [https://counter-strike.net/operationriptide Operation Riptide] has been added to the buy menu for Casual Hostage mode.
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{{note|For this weapon to be purchasable and being able to pick it up, at least one [[func_hostage_rescue]] needs to be present in the map.}}
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==Related console commands==
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{| class="standard-table"
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! Console Command
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! Description
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|-
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| <code>mp_shield_speed_deployed</code>
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| The max speed of a player when they have a shield deployed.
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|-
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| <code>mp_shield_speed_holstered</code>
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| The max speed of a player when they have a shield holstered.
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|-
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| <code>sv_shield_bash_damage_to_nonplayer</code>
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| Shield bash damage to non-players.
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|-
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| <code>sv_shield_bash_damage_to_players</code>
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| Shiled bash damage to players.
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|-
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| <code>healthshot_healthboost_speed_multiplier</code>
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| A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
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|-
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| <code>sv_shield_explosive_damage_cap</code>
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| {{todo}}
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|-
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| <code>sv_shield_explosive_damage_crouch_bonus</code>
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| {{todo}}
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|-
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| <code>sv_shield_explosive_damage_mindist</code>
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| {{todo}}
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|-
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| <code>sv_shield_explosive_damage_mult</code>
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| {{todo}}
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|-
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| <code>sv_shield_explosive_damage_scale</code>
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| {{todo}}
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|-
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| <code>sv_shield_hitpoints</code>
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| Amount of damage the shield can absorb.
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|-
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| <code>sv_shield_purchase_restricted_to</code>
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| Restrict shield purchases to specific team.
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|}
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{{BasicCSGOweapon}}
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[[Category: Counter-Strike: Global Offensive Weapons]]

Revision as of 13:45, 24 September 2021

Viewmodel of the Shield.

Counter-Strike: Global Offensive weapon_shield is a point entity available in Counter-Strike: Global Offensive .

Entity Description

The shield was first introduced as part of the Danger Zone mode, but since Operation Riptide has been added to the buy menu for Casual Hostage mode.

Note.png Note: For this weapon to be purchasable and being able to pick it up, at least one func_hostage_rescue needs to be present in the map.

Related console commands

Console Command Description
mp_shield_speed_deployed The max speed of a player when they have a shield deployed.
mp_shield_speed_holstered The max speed of a player when they have a shield holstered.
sv_shield_bash_damage_to_nonplayer Shield bash damage to non-players.
sv_shield_bash_damage_to_players Shiled bash damage to players.
healthshot_healthboost_speed_multiplier A speed multiplier for healing players. For example, a player can move at double (2.0), normal (1.0) or half (0.5) speed - or not at all (0.0) while healing.
sv_shield_explosive_damage_cap To do
sv_shield_explosive_damage_crouch_bonus To do
sv_shield_explosive_damage_mindist To do
sv_shield_explosive_damage_mult To do
sv_shield_explosive_damage_scale To do
sv_shield_hitpoints Amount of damage the shield can absorb.
sv_shield_purchase_restricted_to Restrict shield purchases to specific team.

Keyvalues

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean>
Determines if players are able to pick up the weapon.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

  • 1 : Start Constrained
Prevents the model from moving.

Inputs

SetAmmoAmount <integer>
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.
SetReserveAmmoAmount <integer>
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>
Toggles if 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.
HideWeapon
Hides the viewmodel of this weapon for the player having it deployed until it is deployed again.

Model:

skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
IgniteHitboxFireScale <float> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname> (removed since Left 4 Dead) <Obsolete>
Deprecated. Offsets the entity's lighting origin by their distance from an info_lighting_relative. Use SetLightingOrigin instead.
fademindist <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale <vector> (only in Source 2013Source 2013)
Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip.png Tip: The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning.png Warning: Negative or extremely high values can cause crashes!
Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (in all games since Portal 2)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
DisableDrawInFastReflection  (in all games since Portal 2)
Prevents the entity from rendering in fast reflections.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since Left 4 Dead 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)
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.
Bug.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving 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

Weapon:

OnPlayerUse
Fires when a player +uses this weapon but does not pick it up, e.g. during the pickup cooldown immediately after dropping it or if CanBePickedUp is false (activator is the player).
OnPlayerPickup
Fires when a player picks this weapon up (activator is the player).
OnCacheInteraction  !FGD
Fires when a player picks this weapon up (activator is the player). Also fires rapidly when a player touches the weapon but automatic pickup fails, e.g. if he already has a weapon in that slot. Does not fire if CanBePickedUp is false.
OnNPCPickup  !FGD
Fires when an NPC picks this weapon up (activator is the NPC). However, bots in Counter-Strike: Global Offensive are considered players, so this output has no functionality.

Model:

OnIgnite
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.

Base:

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.