weapon_zone_repulsor

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The Zone Repulsor Device.
This entity can create a safe space inside the Danger Zone.
When looking down, the viewmodel takes up almost the entire screen.

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

Entity Description

The Zone Repulsor Device was used for the second mission of Valve's CS:GO Co-op Strike Co-op Strike map coop_kabash. It also works in CS:GO Danger Zone Danger Zone.

This entity temporarily repulses (denies, erases) the Danger Zone in a sphere with a certain radius around this entity, creating a safe area for players.

This entity can be picked up by one player by +useing it for 1 second. When picked up, it becomes their active weapon and as soon as they switch to another weapon, this entity is dropped. This means that the carrier of this entity is vulnerable as they cannot shoot.

Note.pngNote:Only one weapon_zone_repulsor can exist on a server. Trying to create more delivers the console message One zone repulsor already exists, cannot spawn more than one at a time.

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

CS:GO Weapon:

SetAmmoAmount <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 <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 <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
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.).
Counter-Strike: Global Offensive 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.