weapon_hegrenade
- Counter-Strike 2
Point Entity
HE Grenade
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 (
kRenderNormal) - Color (
kRenderTransColor) - Texture (
kRenderTransTexture) - Glow (
kRenderGlow) - Solid (
kRenderTransAlpha) - Additive (
kRenderTransAdd) - Additive Fractional Frame (
kRenderTransAddFrameBlend) - World Space Glow (
kRenderWorldGlow) - Dont Render (
kRenderNone) - Dev Visualizer (
kRenderDevVisualizer)
- Normal (
-
Render FX (
renderfx) <Choices>- Normal (
kRenderFxNone) - Slow Pulse (
kRenderFxPulseSlow) - Fast Pulse (
kRenderFxPulseFast) - Slow Wide Pulse (
kRenderFxPulseSlowWide) - Fast Wide Pulse (
kRenderFxPulseFastWide) - Slow Strobe (
kRenderFxStrobeSlow) - Fast Strobe (
kRenderFxStrobeFast) - Faster Strobe (
kRenderFxStrobeFaster) - Slow Flicker (
kRenderFxFlickerSlow) - Fast Flicker (
kRenderFxFlickerFast) - Slow Fade Away (
kRenderFxFadeSlow) - Fast Fade Away (
kRenderFxFadeFast) - Slow Become Solid (
kRenderFxSolidSlow) - Fast Become Solid (
kRenderFxSolidFast) - Constant Glow (
kRenderFxNoDissipation) - Distort (
15) - Hologram (Distort + fade) (
16) - Cull By Distance (TEST) (
23) - Spotlight FX (
24) - Fade Near (
26)
- Normal (
-
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 (
0) - Smaller than default (
1) - Much smaller than default (
2) - When extremely small (
3)
- Default (
-
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 (
0) - Yes (
1) - Bounce Only (
2)
- No (
-
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 (
1)
- 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