Template:BasicCSGOweapon
Contents
KeyValues
CS:GO / CS2 Weapon:
- Is this weapon allowed to be picked up?
(CanBePickedUp)
<boolean> (in all games since)
- Determines if players are able to pick up the weapon.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:
phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Note:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<integer> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since) (also in
)
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since) (also in
)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
BaseAnimating:
- Skin
(skin or ModelSkin
<integer>)
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)
<choices> - Method of collision for this entity.
- Body Group
(body or SetBodyGroup)
<integer> !FGD - Sets the the active
$bodygroup
.
- Model Index
(modelindex)
<short> !FGD - Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Model Scale
(modelscale)
<float> (in all games since)
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning:Negative or extremely high values can cause crashes!
Note:Scale may not appear in
Hammer 4.x, but will appear in-game (tested in
). This is fixed in
Hammer++.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)
<choices> (removed since)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
Animating
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
- Texture Frame
(texframeindex)
<integer> !FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
.
- FX Amount/Transparency (0–255)
(renderamt)
<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.


- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
)
- 15: Distort (causes unnatural flickering and position shifting)
- 16: Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since
) (not in
)
Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
)
- 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in
)
Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in
)
Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in
)
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in
)
Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in
)
- 25:
kRenderFXMax
/Fade Near
Todo: what does this do? may be nonfunctional
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
Effects - Environment
- Disable Shadows
(disableshadows)
<boolean> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- Lighting Origin
(LightingOrigin)
<targetname> - Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin. Lighting Origin Offset(not in(LightingOriginHack)
<targetname>) !FGD
- Deprecated. The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
Flags
- [
1
] : Start Constrained
Prevents the model from moving.
Inputs
CS:GO / CS2 Weapon:
SetAmmoAmount
<integer> (in all games since)
- For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
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, the owner may start reloading 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.
Behaves like SetClipPrimary.
SetReserveAmmoAmount
<integer> (in all games since)
- For guns, sets the number of bullets in reserve for reloading, clamping at the weapon's maximum (e.g. 90 for the weapon_ak47).
For grenades, sets their count, clamping at the current maximum depending on the convars ammo_grenade_limit_*; When setting to 0 or below while holding the grenade, the player no longer owns any, but the viewmodel stays.Negative values make a gun's ammo display disappear and reloading is impossible.
Negative values are clamped to 0 for guns.
ToggleCanBePickedUp
<boolean> (in all games since)
- Toggles whether 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.
SetClipPrimary
<integer> (only in)
- For guns, sets the number of bullets in the active magazine, clamping between 0 and its clip size; When setting to 0, the owner may start reloading automatically.
Does nothing for grenades.
SetClipSecondary
<integer> (only in)
Bug:Does nothing. SetReserveAmmoAmount works.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
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.
Model:
SetBodyGroup
<integer>- Sets the the active
$bodygroup
.
Ignite
- Makes the entity catch on fire indefinitely.
IgniteLifetime
<float>- Makes the entity catch on fire for a given amount of time.
BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains
$collisionjoints
. For other models,phys_convert
can be used instead.
SetLightingOrigin
<targetname>- Sets the entity's lighting origin to use this entity's position.
fademindist
<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist
<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetCycle
<float> (only in)
- Skip to a specific point in the current animation.
SetModel
<string> (only in)
- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.

SetPlayBackRate
<float> (only in)
- Change the animation speed multiplier.
Alpha
<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
Outputs
CS:GO / CS2 Weapon:
OnPlayerUse
- Fires when a player +uses this weapon (
!activator
is the player.). Does not fire if the weapon is picked up successfully.
OnPlayerPickup
- Fires when a player picks this weapon up (
!activator
is the player.).
OnCacheInteraction
(removed since) !FGD
- When dropped, fires every tick on player touch (
!activator
is the player.).Also fires on successful +use pickup. Does not fire if
CanBePickedUp
is false.
OnNPCPickup
(removed since) !FGD
- Fires when an NPC picks up this weapon (
!activator
is the NPC). Bots are considered players, so this output has no functionality.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.