From Valve Developer Community
(Redirected from Mp anyone can pickup c4)
Jump to: navigation, search
C4 in CS:S.
C4 in CS:GO.

weapon_c4 is a point entity available in the following Source engine games:

Counter-Strike: Source Counter-Strike: Source , Counter-Strike: Global Offensive Counter-Strike: Global Offensive .

Entity Description

Represents the bomb used in defusal maps.

  • By default, this entity is automatically given to one player on the Terrorist's team at the beginning of each round in the classic game modes and in Demolition if there is at least one func_bomb_target.
  • Func_bomb_target entities fire outputs in response to this entity.

CS:GO Related Console Commands

ConVar Default Description
mp_anyone_can_pickup_c4 0 Determines whether anyone or just Ts can pickup this entity. If set, CTs can pickup and plant the bomb.
mp_c4_cannot_be_defused 0 Determines whether planted C4 can be defused when planted or not.
mp_c4timer (also in Counter-Strike: Source) Counter-Strike: Global Offensive 40, Counter-Strike: Source 45 The duration in seconds between planting the bomb and its explosion. Minimum value is 10. Counter-Strike: Source Maximum value is 90.
mp_death_drop_c4 1 Determines whether a player carrying this entity will drop it on death.
mp_give_player_c4 1 Determines whether one terrorist is given this entity at round start, assuming that there exists a func_bomb_target.
mp_plant_c4_anywhere 0 Determines whether this entity can be planted anywhere on the map or only inside func_bomb_target.


ammo <integer> (only in Counter-Strike: Source)
Amount of reserve ammo to be added. Fallback value is 0. !FGD
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.


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.


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.


  • 1 : Start Constrained
Prevents the model from moving.


SetAmmoAmount <integer> (only in Counter-Strike: Global Offensive)
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> (only in Counter-Strike: Global Offensive)
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> (only in Counter-Strike: Global Offensive)
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.


Removes this entity from the world.
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.



Fires when a player +uses this weapon (activator is the player).
Note.png Note: Counter-Strike: Global Offensive Does not fire if the weapon is picked up successfully.
Fires when a player picks this weapon up (activator is the player).
Fires on successful +use pickup and (rapidly) on player touch (activator is the player).
Note.png Note: Counter-Strike: Global Offensive Non-FGD. Does not fire if CanBePickedUp is false.
Fires when an NPC picks up this weapon (activator is the NPC).
Note.png Note: Counter-Strike: Global Offensive Non-FGD. Bots are considered players, so this output has no functionality.


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.