From Valve Developer Community
Available doc translations
…
English
Usage
This is a template used only for Weapon Entities that exist in Counter-Strike: Source, Counter-Strike: Global Offensive and/or Counter-Strike 2.
The templates {{BasicCSSweapon}} and {{BasicCSGOweapon}} rely on this one.
Parameters
{{{1}}} |
- The name of the weapon (omitting the weapon_ prefix) used for sorting in categories.
|
{{{nocat|0}}} |
- Whether or not categories should be added to the entity page.
|
{{{css|1}}} |
- Whether or not specific information should be shown. Default is 1.
|
{{{csgo|1}}} |
- Whether or not specific information should be shown. Default is 1.
|
{{{cs2|1}}} |
- Whether or not specific information should be shown. Default is 1.
|
The result when setting all {{{css}}}, {{{csgo}}} and {{{cs2}}} to 0 is not supposed to be used.
Example
{{BasicCSseriesWeapon}}
KeyValues
CS:S / CS:GO / CS2 Weapon:
- Ammo
(ammo) <integer> (only in )
- Amount of reserve ammo to be added. Fallback value is 0. !FGD
- Is this weapon allowed to be picked up?
(CanBePickedUp) <boolean> (in all games since )
- Determines if players are able to pick up the weapon.
Flags
Start Constrained : [1]
- Prevents the model from moving.
Inputs
CS:S / 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. [todo tested in?]
Outputs
CS:S / 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. Hostages might be NPCs, but they don't pick weapons up.
|