weapon_breachcharge

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This entity is not in the FGD by default.
See below for instructions on making it available.

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

Entity Description

It's one of many new entities added with the Danger Zone update.

The primary attack (+attack) throws a breachcharge_projectile. It sticks to solid brushes, func_physboxes, props and players and plays a unique sound when doing so.
The secondary attack (+attack2) lets all projectiles that have landed emit a beeping sound and detonates them after a fuse time. The bigger the distance between a breachcharge projectile and the triggering player, the longer the delay between triggering and explosion. Projectiles in mid-air will behave as if they will be triggered immediately after landing.

Every projectile can be picked up again with +use by the player with the corresponding breachcharge item, even if already triggered or still in mid-air. If a player has a breachcharge equipped, he can identify the corresponding projectiles in a certain range by a yellow-black skull shown at their positions (also through walls).

Related Console Commands

Command Desecription
ammo_grenade_limit_breachcharge Default value is 3.
Confirm:No effect. Such ConVars usually affect the reserve ammo, but breachcharge doesn't use that (max reserve ammo seems to be 0).
mp_death_drop_breachcharge Whether or not players drop their breachcharge on death. Default value is 1.
sv_breachcharge_arm_delay Default value is 0.
Todo: Doesn't affect anything?
sv_breachcharge_delay_max Default value is 0.8.
Todo: Doesn't affect anything?
sv_breachcharge_delay_min Default value is 0.
Todo: Doesn't affect anything?
sv_breachcharge_distance_max Default value is 1200.
Todo: Doesn't affect anything?
sv_breachcharge_distance_min Default value is 600.
Todo: Doesn't affect anything?
sv_breachcharge_fuse_max Default value is 1.0.
Todo: Doesn't affect anything?
sv_breachcharge_fuse_min Default value is 0.7.
Todo: Doesn't affect anything?

KeyValues

CS:GO Weapon:

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.

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

HideWeapon  !FGD
Hides active weapon. Use weapon classname as target entity.
SetAmmoAmount <integerRedirectInput/integer> (only in Counter-Strike: Global Offensive)
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 Counter-Strike: Global Offensive)
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 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.

Outputs

CS:GO Weapon:

OnPlayerUse
!activator = player
!caller = this entity
Fires when a player +uses this weapon. Does not fire if the weapon is picked up successfully.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks this weapon up.
OnCacheInteraction  '!FGD'
!activator = player
!caller = this entity
When dropped, fires every tick on player touch.
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  '!FGD'
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon. Bots are considered players, so this output has no functionality.