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Weapons

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For Counter-Strike: Global Offensive Counter-Strike: Global Offensive weapons, see List of CS:GO Weapons.

This listing is for weapons featured in Counter-Strike 2 Counter-Strike 2. All information shown here at the moment are largely based off CS:GO, so some information here may not apply to CS2.


As of the release of Counter-Strike 2 Counter-Strike 2, there are currently no new weapons introduced. However, the smoke that comes from the smoke grenade now can be pushed by bullets, grenades to briefly clear sightlines or expand occlusion, plus can collides with the world objects, as smoke grenades are now dynamic volumetric objects compare to sprites used in previous games. Some weapons, such as all weapons from Danger Zone gamemode, were either removed or left unused as Counter-Strike 2 currently does not have Danger Zone.

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Pistol SMG Heavy Rifle Equipment Grenade

Other

Knives Miscellaneous CS:GO Co-op Strike Co-op Strike

Giving Weapons

Note.pngNote:This section contains info such as VScript (which is non-functional in CS2), and certain commands, that only applies to CS2 predecessor, CS:GO, and may not apply or works with CS2 as these were either removed or currently unused/non-functional.

To give yourself a weapon, you can use the cheat command give <entityname>, which should spawn a specified weapon inside the executing player, for example give weapon_awp. Knives and Danger Zone melees might instantly be removed by the game when they would spawn; To overcome this, one can use the command sequence give <entityname>; ent_fire <entityname> addoutput "classname weapon_knifegg" (in one line!) so that the entity "becomes" an entity that is not removed by the game in the same tick. Note that some weapons have a different classname after being given, e.g. give weapon_axe; ent_fire weapon_melee addoutput "classname weapon_knifegg".

Map driven item giving can be done with game_player_equip. To equip weapons using VScript, a game_player_equip entity can be created, used and removed.

Manipulating Weapons

Weapons can be manipulated via I/O, e.g. with ent_fire, and even more using VScript. All weapon entities support the inputs Kill, SetAmmoAmount <int>, SetReserveAmmoAmount <int>, ToggleCanBePickedUp, for example the command ent_fire weapon_ak47 kill removes all AK-47s in the map. To give some inspiration, if weapon is the VScript handle of a weapon entity, we can use weapon.Destroy() to kill it, weapon.GetOwner() == null to check whether it is dropped (true) or carried by a player (false), EntFireByHandle(weapon, "SetReserveAmmoAmount", "0", 0, null, null) to remove its reserve ammo and much more.

Note.pngNote:When the weapon is killed that a player has deployed, their viewmodel will be broken until they deploy another weapon.
Tip.pngTip:There are weapon classes whose entities initially have an identical classname keyvalue after being spawned, even though they were created from different classnames. This makes it impossible to target only one of these weapon classes in the I/O system such as MP5-SD and MP7 entities, because entities of both classes will have the classname "weapon_mp7" after being spawned, so firing I/O events to weapon_mp5sd won't have any effect because there is no entity with that classname. This problem can be bypassed in VScript: If we find an entity with the classname "weapon_mp7", we can identify whether it is actually an MP5-SD or an MP7 by checking whether entity.GetModelName() returns either "models/weapons/w_smg_mp5sd_dropped.mdl" or "models/weapons/w_smg_mp7_dropped.mdl". Other entities whose classname changes on spawn are the USP-S, CZ75-Auto, R8 Revolver, M4A1-S, Rescue Kit, Wrench, Hammer, Axe and all knives except weapon_knife and weapon_knifegg.

See also