weapon_mp5sd

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MP5-SD
Todo:The deprecated template {{Base point}}, {{Point ent}} or {{Tf2 point}} (and similar) was used. Use {{Entity}} instead.

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

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

Entity Description

The MP5-SD is a suppressed sub-machine gun in Counter-Strike: Global Offensive 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 Csgo-16px.png)
Determines if players are able to pick up the weapon.

Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
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.pngTip: Entities transition to the next map with their parents
Tip.pngTip: 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.pngNote: 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.pngNote: 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.
Tip.pngTip: 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 L4d2-16px.png) (also in Tf2-16px.png)
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 L4d2-16px.png) (also in Tf2-16px.png)
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 L4d2-16px.png) !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 Csgo-16px.png) !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:
World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin As-16px.png) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.

  • 0: None
  • 1: BSP (QPhysics) !FGD
    Bug.png Bug: In Portal2-16px.png Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash!
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
  • 4: Oriented Bounding Box, constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
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.pngWarning: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 Hl2ep2-16px.png) (not in Portal-16px.png L4dseries-16px.png Src13-16px.png) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!

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.
Cycle (cycle) <float> !FGD
The current frame of the current animation, on a range from 0-1.
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.
Bug.pngBug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Csgo-16px.png Counter-Strike: Global Offensive

  • 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 L4d-16px.png) Fades out over 4 s)
  • 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since L4d-16px.png) Fades out over 1 s)
  • 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since L4d-16px.png) Fades in over 4 s)
  • 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since L4d-16px.png) Fades in over 1 s)
  • 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 Csgo-16px.png)
  • 15: Distort (causes unnatural flickering and position shifting)/(in all games since L4d-16px.png) Fade Out (instant; not very useful outside of code)
  • 16: Hologram (Distort + "distance fade")/(in all games since L4d-16px.png) Fade In (instant; not very useful outside of code)
  • 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in Src13-16px.png)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since L4d-16px.png)
    Confirm:which branches/games is it available in, and where does it do what?
  • 18: Glow Shell (purpose unclear) (in all games since Src13-16px.png) (not in Csgo-16px.png)
    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 Csgo-16px.png)
  • 20: Environmental Rain ("for environmental rendermode, make rain") (in Src13-16px.png) (not in Csgo-16px.png)
    Confirm:which games? may be nonfunctional.
  • 21: Environmental Snow ("for environmental rendermode, make snow") (in Src13-16px.png) (not in Csgo-16px.png)
    Confirm:which games? may be nonfunctional.
  • 22: Spotlight FX ("TEST CODE for experimental spotlight") (in Src13-16px.png) (not in Csgo-16px.png)
  • 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in Src13-16px.png) (not in Csgo-16px.png)
    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 Src13-16px.png) (not in Csgo-16px.png)
  • 25: kRenderFXMax/Fade Near (removed since L4d-16px.png) (not in Csgo-16px.png)
Todo:what does this do? may be nonfunctional
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.

  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete-16px.png
  • 5: Additive
  • 6: "Environmental" (removed, does nothing) Obsolete-16px.png !FGD
  • 7: Additive Fractional Frame
  • 8: Alpha Add !FGD
  • 9: World Space Glow
  • 10: Don't Render

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 (LightingOriginHack) <targetname> (not in L4dseries-16px.png) !FGD Obsolete-16px.png
Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal2-16px.png)
Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal2-16px.png)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal2-16px.png)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical toEF_SHADOWDEPTH_NOCACHE.
  • 0: Default
  • 1: No cache—render every frame
  • 2: Cache it—render only once

Miscellaneous

Glow Backface Multiple (glowbackfacemult) <float> (only in L4d2-16px.png) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (in all games since As-16px.png) !FGD
Sets a movetype for this entity, which changes its movement behavior.

  • 0: None, don't move
  • 1: Isometric
  • 2: Walk, player only, moving on ground
  • 3: NPC, movement
  • 4: Fly, no gravity
  • 5: Fly, with gravity
  • 6: Physics
  • 7: Push
  • 8: Noclip
  • 9: Ladder, for players on ladders
  • 10: Spectator
  • 11: Custom
Collision Group (CollisionGroup) <choices> (in all games since As-16px.png) !FGD
Sets a collision group for this entity, which changes its collision behavior.

  • 0: None
  • 1: Debris, collides only with the world and static props
  • 2: Debris, with trigger interaction
  • 3: Interactive Debris, doesn't collide with other debris
  • 4: Interactive, collides with everything except debris
  • 5: Player
  • 6: Breakable Glass
  • 7: Vehicle
  • 8: Player Movement
  • 9: In-Vehicle
  • 10: Weapon
  • 11: Vehicle Clip
  • 12: Projectile
  • 13: Door blocker, not permitted to go near doors
  • 14: Passable Door
  • 15: Dissolving
  • 16: Pushaway
  • 17: NPC Actor, NPCs ignore the player
  • 18: NPC Scripted, NPCs do not collide with each other
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal2-16px.png) !FGD
Silences sounds linked to animations.

DXLevelChoice:

Minimum DX Level (mindxlevel) <choices> (removed since L4d-16px.png)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning.png Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices> (removed since L4d-16px.png)

SystemLevelChoice:

Minimum Effect Details Level (mincpulevel) <choices> (in all games since L4d-16px.png)
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since L4d-16px.png)
Don't render for players with Effect Details levels that exceed the minimum or maximum.

  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Note.pngNote: The keys' names are because of the cpu_level command, the command Effect Details uses.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since L4d-16px.png)
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since L4d-16px.png)
Don't render for players with Shader Details levels that exceed the minimum or maximum.

  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
Note.pngNote: The keys' names are because of the gpu_level command, the command Shader Details uses.

Flags

  •  [1] : Start Constrained
       Prevents the model from moving.

Inputs


CS:GO Weapon:

SetAmmoAmount <integer> (only in Csgo-16px.png)
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. Grenades use the reserve ammo, not this.
SetReserveAmmoAmount <integer> (only in Csgo-16px.png)
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.
ToggleCanBePickedUp <boolean> (only in Csgo-16px.png)
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.


Base:
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
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:
Syntax: 
// 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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since L4d-16px.png) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since L4d-16px.png.
RunScriptFile <script> (in all games since L4d2-16px.png) (also in Tf2-16px.png)
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 L4d2-16px.png) (also in Tf2-16px.png)
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.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote: Tf2-16px.png Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since L4d2-16px.png) (also in Tf2-16px.png) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Tf2-16px.png) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since As-16px.png) !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.
SetLocalAngles <angles> (in all games since As-16px.png) !FGD
Set this entity's angles.

Model:
skin <integer>
Selects a skin from the model's index, starting with 0.
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 Tf2-16px.png)
Skip to a specific point in the current animation.
SetModel <string> (only in Tf2-16px.png)
Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Important template.gif Important: Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
SetPlayBackRate <float> (only in Tf2-16px.png)
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 Portal2-16px.png)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal2-16px.png)
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 Portal2-16px.png)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal2-16px.png)
This object may receive light or shadows from projected textures.

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  !FGD
When dropped, fires every tick on player touch (!activator is the player.).
Csgo-16px.png Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup  !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 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

Model:

OnIgnite  !FGD
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.