weapon_knifegg

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The Golden Knife, T variant.
The Golden Knife, CT variant.
Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

weapon_knifegg is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity description

A golden variation of the default T knife and the default CT knife, used in the CS:GO/CS2 Arms Race Arms Race game mode. It can be used by both teams.

Players deploying this weapon always see their team specific variant.

Note.pngNote: The body keyvalue controls the dropped model variant. Use even values (e.g. 0) for the T variant or positive odd values (e.g. 1) for the CT variant. Negative odd values deliver no model.
Note.pngNote: Equipping this entity outside Armsrace will most likely require either mp_death_drop_gun 1 and mp_drop_knife_enable 1 or a game_player_equip entity with the spawnflag "Strip All Weapons First".

KeyValues

CS:GO Weapon:

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (in all games since Counter-Strike: Global Offensive)
Determines if players are able to pick up the weapon.

Flags

Start Constrained : [1]

Prevents the model from moving.

Inputs

CS:GO Weapon:

SetAmmoAmount <integer> (in all games since Counter-Strike: Global Offensive)
For guns, sets the number of bullets in the active magazine. Does nothing for grenades.
Counter-Strike: Global Offensive 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.
SetReserveAmmoAmount <integer> (in all games since Counter-Strike: Global Offensive)
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.
Counter-Strike: Global Offensive Negative values make a gun's ammo display disappear and reloading is impossible.
ToggleCanBePickedUp <boolean> (in all games since Counter-Strike: Global Offensive)
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.

Outputs

CS:GO 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 Counter-Strike 2) !FGD
When dropped, fires every tick on player touch (!activator is the player.).
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  (removed since Counter-Strike 2) !FGD
Fires when an NPC picks up this weapon (!activator is the NPC). Bots are considered players, so this output has no functionality.

FGD Code

@PointClass base(Weapon) studio("models/weapons/w_knife_gg_dropped.mdl") = weapon_knifegg : "Knife" []