weapon_mp5sd

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MP5-SD

weapon_mp5sd is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Counter-Strike 2 Counter-Strike 2.

Warning.pngWarning:In the I/O system and in VScript, this entity is targeted with the classname weapon_mp7 instead!

Entity Description

The Wikipedia icon small.png MP5-SD is a suppressed sub-machine gun added as part of August 15, 2018 update as an alternative to the MP7 and is available by both teams. It is the successor to the MP5 in previous Counter-Strike series. It uses the ammo_9mm ammunition. It holds 30 rounds in magazine and 120 in reserve.

Tip.pngTip:By prohibiting the MP7 using mp_items_prohibited "33" or by prohibiting the MP5-SD using mp_items_prohibited "23", all players can only buy the other.

KeyValues

CS:GO Weapon:

Is this weapon allowed to be picked up? (CanBePickedUp) <boolean> (only in Counter-Strike: Global Offensive)

Determines if players are able to pick up the weapon.

Flags

Start Constrained : [1]
Prevents the model from moving.
Deny Player Pickup : [2] !FGD
Prevents player from being able to pick up the weapon.

Inputs

HideWeapon  !FGD
Hides active weapon. Use weapon classname as target entity.
SetAmmoAmount <integerRedirectInput/integer> (only in Counter-Strike: Global Offensive)
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.
SetReserveAmmoAmount <integerRedirectInput/integer> (only in 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.
Negative values make a gun's ammo display disappear and reloading is impossible.
ToggleCanBePickedUp <booleanRedirectInput/boolean> (only in 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
!activator = player
!caller = this entity
Fires when a player +uses this weapon. Does not fire if the weapon is picked up successfully.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks this weapon up.
OnCacheInteraction  !FGD
!activator = player
!caller = this entity
When dropped, fires every tick on player touch.
Counter-Strike: Global Offensive Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  !FGD
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon. Bots are considered players, so this output has no functionality.