Every player on the Counter-Terrorist's team, who has nothing different equipped in his loadout, is given this entity when respawning in any gamemode, except
mp_ct_default_melee is set to
game_type is not
1. The Terrorist's equivalent is weapon_knife_t.
All knife entities (weapon_knife_t, weapon_knife_karambit, ...) have the classname weapon_knife in-game after being spawned, except the Golden Knife. This can be observed by invoking
ent_messages_draw 1 and
- Is this weapon allowed to be picked up?
- Determines if players are able to pick up the weapon.
- Entity Scripts
- 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.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- Pitch Yaw Roll (Y Z X)
- 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.
- 1 : Start Constrained
- Prevents the model from moving.
- Sets the (primary) ammo which is usually the number of bullets in the active magazine. 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, a player holding this weapon will reload 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.
- Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the weapon_ak47). Negative values make the ammo display disappear and reloading is impossible.
- Toggles if 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.
- Removes this entity from the world.
- 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
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Fires when a player +uses this weapon (activator is the player).
- Fires when a player picks this weapon up (activator is the player).
- Fires on successful +use pickup and (rapidly) on player touch (activator is the player). Note: Non-FGD. Does not fire if
- Fires when an NPC picks up this weapon (activator is the NPC). Note: Non-FGD. Bots are considered players, so this output has no functionality.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.