weapon_flashbang
- Counter-Strike 2
Point Entity
Flashbang
Keyvalues
-
Pitch Yaw Roll (Y Z X) (
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. -
Render Mode (
rendermode) <Choices>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx) <Choices>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt) <Integer>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor) <Color255>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows) <Boolean> -
Start Fade Dist (
fademindist) <Float>
Distance at which the overlay starts to fade (-1 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist) <Float>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Culling Behaviour (
object_culling) <Choices>
Modifies culling behaviour when the object is small / distant- Default
- Smaller than default
- Much smaller than default
- When extremely small
-
Render to Cubemaps (
rendertocubemaps) <Boolean>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic) <Choices>
Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?- No
- Yes
- Bounce Only
-
Entity Scripts (
vscripts) <ScriptList>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname) <TargetSource>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags) <Flags>- Start constrained
-
Is this weapon allowed to be picked up? (
CanBePickedUp) <Boolean>
Inputs
-
Alpha <
Integer>
Set the sprite's alpha (0 - 255). -
Color <
Color255>
Set the sprite's color (R G B). -
RunScriptFile <
String>
Load and execute a script file -
RunScriptCode <
String>
Execute a fragment of script code -
CallScriptFunction <
String>
Call a script function -
CallPrivateScriptFunction <
String>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String>
Calls a script function in the global script scope. -
Kill <
Void>
Removes this entity from the world. -
KillHierarchy <
Void>
Removes this entity and all its children from the world. -
KillConstrained <
Void>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void>
Causes this entity's OnUser4 output to be fired. -
SetReserveAmmoAmount <
Integer>
Set the reserve ammo on this weapon -
SetAmmoAmount <
Integer>
Set the ammo on this weapon -
ToggleCanBePickedUp <
Void>
Toggle CanBePickedUp
Outputs
-
OnUser1 <
Void>
Fired in response to FireUser1 input. -
OnUser2 <
Void>
Fired in response to FireUser2 input. -
OnUser3 <
Void>
Fired in response to FireUser3 input. -
OnUser4 <
Void>
Fired in response to FireUser4 input. -
OnKilled <
Void>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnPlayerUse <
Void>
Fires when the player +uses this weapon -
OnPlayerPickup <
Void>
Fires when the player picks up this weapon