item_heavyassaultsuit

From Valve Developer Community
(Redirected from Mp heavyassaultsuit speed)
Jump to: navigation, search
Snowball Heavy assault suit in player preview.

Counter-Strike: Global Offensive 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.

Entity Description

Availability

This item is not available in the official game modes by default.

  • In CS:GO Co-op Strike 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.
    Obsolete-16px.png 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 using give item_heavyassaultsuit or equip other players using ent_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 CS:GO Co-op Strike 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 CS:GO Guardian Guardian and CS:GO Co-op Strike 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.".

Bug.png Bug: When equipped with a rifle using a game_player_equip that has the flag "Only Strip Same Weapon Type" set, then the player's current primary will still be stripped, which, if it is the active weapon, results in a broken viewmodel until the active weapon is switched. This does not happen with "Strip All Weapons First".

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

Bug.png Bug: If a player with this item equipped is given item_kevlar or item_assaultsuit, his armor value is set to 100, even if the value has been larger before.
Tip.png Tip: Armor as well as heavy armor can be removed from a player using a game_player_equip with the spawnflag "Strip All Weapons First".

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.
Confirm: Non-functional?
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.
Confirm: Non-functional?

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.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.

Outputs


Targetname:
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.
OnKilled  (only in Left 4 Dead series)
This output fires when the entity is killed and removed from the game.