item_heavyassaultsuit
![]() |
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.
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
.
Contents
Entity Description
Availability
This item is not available in the official game modes by default.
- In
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.Deprecated: The item is no longer accessible in the buy menu, but can still be bought with the command
buy heavyarmor
while not owning a rifle. - Players can be equipped with this item using game_player_equip entities.
- With
sv_cheats 1
, clients can equip themselves with this entity usinggive item_heavyassaultsuit
or equip other players usingent_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 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 Guardian and
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.".

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


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. ![]() |
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. ![]() |
Keyvalues
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
Inputs
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
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
toFireUser4
- 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)
- 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)
- 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: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
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) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.