item_heavyassaultsuit
{{Base point}}
, {{Point ent}}
or {{Tf2 point}}
(and similar) was used. Use {{Entity}}
instead.
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, neither using the buy menu, nor with the command buy heavyarmor.
- 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
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- 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) (also in
)
- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving 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.