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weapon_


Preview Description Ammo


weapon_357    
A typical Revolver which can have 6 bullets loaded at a time. You can carry a total 
of 36 bullets as backpack ammo. CVars:

weaponmode_357 1/0 (Default: 1)If set to 0, you can zoom with this weapon.

sk_plr_357_bullet# (Default: 66, 66, 120)357 direct hit damage.
https://sites.google.com/site/svenmanor/entguide/weapon/ammo_357.png?attredirects=0
ammo_357


weapon_9mmAR    
An MP5 which can store 30 bullets in its clip. You can carry 250 bullets as backpack ammo.
This weapon can zoom. 
CVars:

weaponmode_mp5 1/0 (Default: 0)If set to 1, you cannot zoom with this weapon.

sk_plr_9mmAR_bullet#
(Default: 8, 8, 15)MP5 direct hit damage.
https://sites.google.com/site/svenmanor/entguide/weapon/ammo_all9mm.png?attredirects=0
ammo_9mm(...)
ammo_uziclip


weapon_9mmhandgun    
A Glock which can store 17 bullets. You can carry 250 bullets as backpack ammo. CVars:

weaponmode_9mmhandgun 1/0
(Default: 0)
If set to 1, secondary fire will attach/ detach a silencer. This does require a compatible view model with body-groups and animations. Monsters will recognize silenced glock fire as just as much as a gunfire sound as if no silencer was attached, rendering this a visual/audible feature only.

sk_plr_9mm_bullet#
(Default: 12, 12, 19): Glock direct hit damage.


https://sites.google.com/site/svenmanor/entguide/weapon/ammo_all9mm.png?attredirects=0
ammo_9mm(...)
ammo_uziclip



weapon_crossbow    
A Crossbow, which can hold 5 bolts in its clip. You can carry a total of 50 bolts as backpack ammo. By default, if not zooming with this weapon, bolts fly slower and explode on hit. 
When zoomed, bolts never explode and arrive instantly, as bullets do. CVars:

weaponmode_crossbow 1/0 (Default: 0)Set to 1 and bolts won't be explosive.

sk_plr_xbow_bolt_monster# (Default: 65, 65, 120)Crossbow direct hit damage.
https://sites.google.com/site/svenmanor/entguide/ammo#crossbow
ammo_crossbow


weapon_crowbar    
A melee weapon. Donators and Sven Co-op staff can electrify their crowbar with secondary fire, causing the crowbar to deal double damage, but consume HEV-suit armor. If you create a game in LAN, everyone can use the electric crowbar. CVars:

sk_plr_crowbar# (Default: 15, 15, 28)Crowbar hit damage.
https://sites.google.com/site/svenmanor/entguide/item#battery
item_battery



weapon_displacer    
Displacer uses gaussclip, no reload. You can carry 100 rounds at a time. Primary fire consumes 20 rounds and secondary fire (teleporter) 60 rounds. Tertiary mode is available
for this weapon (crowbar throw key) that shoot even more powerful and faster projectiles but consumes 50 rounds. CVars:


sk_plr_displacer_other# (Default: 250, 250, 250): Portal projectile damage.

sk_plr_displacer_radius# (Default: 300, 300, 300)Teleportation radius damage.

weaponmode_displacer# (Default: 0)Determines if tertiary mode is enabled.



https://sites.google.com/site/svenmanor/entguide/ammo#gaussclip
item_gaussclip



weapon_eagle    
A Desert Eagle with 7 bullets per clip. You can carry 36 bullets as backpack ammo. Uses ammo_357. Secondary fire to turn laser pointer on and highly increase accuracy. CVars:

sk_plr_357_bullet# (Default: 66, 66, 120)Desert Eagle direct hit damage.
 https://sites.google.com/site/svenmanor/entguide/weapon/ammo_357.png?attredirects=0item_357



weapon_egon    
The Egon uses radioactive ammunition to gib your enemies. It consumes the radioactive ammunition, of which you can hold 100 rounds at a time, directly. No clip. No reload. Uses ammo_gaussclip. CVars:

sk_plr_egon_wide# (Default: 12, 12, 24): Egon damage per consumed round at its impact zone.


https://sites.google.com/site/svenmanor/entguide/ammo#gaussclip
item_gaussclip





weapon_gauss    
A gauss gun with a single-fire primary and a chargeable secondary attack. Consumes radioactive ammunition, of which you can carry 100 rounds at a time, directly. No clip ammo. No reload. Charged attack can fire through walls. Primary attack consumes 1, secondary attack up to 10 rounds. Uses ammo_gaussclip. CVars:

mp_disablegaussjump 1/0 (Default: 0)If set to 1, the gauss gun's secondary fire will not affect the carrying player's vertical velocity.

sk_plr_gauss# (Default: 19, 19, 35)Gauss gun's primary attack damage.

sk_plr_secondarygauss# (Default: 190, 190, 350): Gauss gun's full charge's damage.



https://sites.google.com/site/svenmanor/entguide/ammo#gaussclip
item_gaussclip




weapon_grapple    
A barnacle you can use to climb to places or safely rappel down any abyss without the danger of falling damage. Change between pull- and rappel-mode with secondary fire. Can be used as a melee weapon against enemies. Can only be used to pull towards surfaces whichs' texturenames start with 'xeno_grapple' (case sensitive) and other players. No ammo. CVars:

mp_grapple_mode 1/0
(Default: 0)
If set to 1, weapon_grapple can also be used to pull yourself towards monsters. Small monsters like headcrabs will be pulled to you instead.

mp_disable_player_rappel 1/0
(Default: 0)
If set to 1, weapon_grapple cannot be used to pull yourself towards other players.

sk_plr_grapple#
(Default: 25, 25, 50)
Grapple damage per bite.





weapon_handgrenade    
A pack of 5 handgrenades, although visually only 1 is seen. You can carry 10. After activation, it will explode in 5 seconds. Bounces off of walls, enemies and allies without detonating, dealing 1 damage if the target is an enemy. You can throw banana bomb with secondary fire when 10 grenades are in backpack. CVars:

mp_banana 1/0
(Default: 1)
If set to 1, the player can use 10 grenades with secondary fire mode to throw a banana cluster bomb. Will also cause a familiar sound to play and print "BANANA ATTACK!" on the screen.

sk_plr_hand_grenade#
(Default: 110, 120, 165)
Handgrenade explosion damage. Explosion damage values greater than 200 are known to ocassionally cause damage to apply even through walls.

 


weapon_hornetgun    
Also known as the Hivehand, the Hornetgun stores 100 angry hornets to fire at your enemies, making it a fearsome weapon. Primary fire launches slow, homing hornets and has a long cooldown. Secondary fire shoots fast hornets in a straight line and has a short cooldown. Ammunition recharges while not firing. CVars:

sk_hornet_pdmg# (Default: 10, 10, 20)Hornet damage.
 


weapon_m16    
The M16 can store 30 bullets in its clip and you can carry 600 bullets as backpack ammo.
It fires in bursts of three bullets. Secondary fire loads an AR grenade or fires an already loaded AR grenade. You can carry 10 AR grenades as backpack ammo. Uses ammo_556
and ammo_ARgrenades. CVars:

sk_556_bullet# (Default: 15, 15, 25)M16 damage per bullet.
https://sites.google.com/site/svenmanor/entguide/ammo#556ammo_556
ammo_ARgrenades



weapon_m249    
The M249 Squad Automatic Weapon ('SAW') can store 200 bullets in its clip and you can carry 600 bullets as backpack ammo. Uses ammo_556. CVars:

sk_556_bullet# (Default: 15, 15, 25)CVar for M249 SAW damage per bullet.
https://sites.google.com/site/svenmanor/entguide/ammo#556
ammo_556



weapon_medkit
A Medkit which can be used to heal players and allied NPCs. Can store 100 ammunition. 
By default, heals 10 health points per use. Secondary fire can revive allied players and NPCs, if you have 50 ammunition. Cannot be used to heal yourself. Recharg
es slowly. CVars:

sk_plr_HpMedic# (Default: 10, 10, 20)Medkit health points per use.
 


weapon_minigun    
The minigun consumes ammunition directly. Primary fire winds up the minigun barrel and starts fire shortly after. Secondary fire only winds it up. It is a heavy weapon which reduces the carrying player's speed and disables his ability to jump. It will only be picked up when
the player issues his 'Use'-command on it. While holding the weapon, no other weapon
can be selected. The minigun has to be dropped first. Uses am
mo_556. CVars:

sk_556_bullet# (Default: 15, 15, 25): Minigun damage per bullet.

https://sites.google.com/site/svenmanor/entguide/ammo#556
ammo_556


weapon_pipewrench    
A melee weapon. Primary fire is a normal slash. Secondary fire makes the player reach back his arm to strike with more force. You can charge for about three seconds for 85 bonus damage. Can be used to repair friendly mechanical units or reprogram enemy turrets
to be allied ones after destroying them. CVars:

sk_plr_wrench# (Default: 22, 22, 45): Wrench primary and secondary attack damage. Secondary attack damage is increased by bonus damage, which cannot be customized.

 


weapon_rpg    
A Rocket-Propelled Grenade (RPG) launcher. Primary fire fires a rocket, of which only one can be loaded at a time. Secondary fire toggles rocket laser guide on/off. You can carry 5 rockets as backpack ammunition. Underwater, the rocket will lose speed until, standing still. Rocket can fly into water without detonating, but not out of it. Uses ammo_rpgclip. CVars:

sk_plr_rpg# (Default: 150, 150, 180): Rocket explosion damage. Explosion damage values greater than 200 are known to occasionally cause damage to apply even through walls.

 https://sites.google.com/site/svenmanor/entguide/ammo#rpgclipammo_rpgclip




weapon_satchel    
A remote-triggered explosive. You can carry 5 of them at a time. While you have at least one placed somewhere in the map, you cannot pick up new ones. This is in order to prevent spamming which might eventually crash the server when all of them are triggered at once. Secondary fire throws a satchel. Primary fire detonates all of your placed satchels. You can pick up thrown satchels again by using them. Thrown satchels can be kicked around
by players by walking over them, which, however, is unwanted in most cases. Bounces
off of targets without detonating, dealing no damage. CVars:

sk_plr_satchel# (Default: 160, 160, 225): Satchel explosion damage. Explosion damage values greater than 200 are known to ocassionally cause damage to apply even through walls.

 



weapon_shockrifle    
The shockrifle (called also Shock Roach) consumes ammunition directly. Primary fire shot a swift laser that deal moderate amount of damage. Secondary fire produces unstable triple lightning bolt in front of player that may damage multiple enemies. It will only be picked up when the player issues his 'Use'-command on shock roach (dropped by Shock Troopers) before it dies. While holding the weapon, no other weapon can be selected. The Shockrifle has to be dropped first. Shockroach explodes when it's almost out of charge. Dropping it will damage nearby enemies- it act like a electric grenade. Dropped too late or not dropped at all will deal massive amount of damage to carrier. Shock rifle is not rechargeable. CVars:

sk_shockroach_dmg_xpl_touch# (Default: 350): Damage dealt to carrier on overcharge.

sk_shockroach_dmg_xpl_splash_bullet# (Default: 150): Explosion damage.

 



weapon_shotgun    
A shotgun which can store 8 buckshots at once. You can carry 125 buckshots as backpack ammo. Uses ammo_buckshot. CVars:

weaponmode_shotgun 1/0 (Default: 0)If set to 1, secondary fire will be double-barreled fire with a longer cooldown time, yet more damage, than primary fire, instead of low-accuracy fast-fire.

sk_plr_buckshot#
(Default: 9, 9, 18)Shotgun buckshot pellet direct hit damage.
Primary fire fires 6 pellets, secondary fire fires 8 pellets.


https://sites.google.com/site/svenmanor/entguide/ammo#buckshot
ammo_buckshot




weapon_snark    
A nest of 5 snark. You can carry 15. Primary fire throws a snark, which will attack enemies and explode after some time. Donators and Sven Co-op staff can throw a chubby when carrying at least 10 snarks, using secondary fire. Chubby attacks enemies with poisonous
gas clouds, dealing massive damage. It is a very stro
ng donor feature. CVars:

sk_snark_health# (Default: 2, 2, 2): Snark health.

sk_snark_dmg_bite# (Default: 10, 12, 24): Snark bite damage.

sk_snark_dmg_pop# (Default: 5, 6, 15): Snark explosion damage. Explosion damage values greater than 200 are known to ocassionally cause damage to apply even through walls.




weapon_sniperrifle    
The sniper rifle can store 5 bullets in its clip. You can carry 15 backpack bullets as backpack ammunition. Primary fire shoots. Secondary fire zooms. Uses ammo_762. CVars:

sk_plr_762_bullet# (Default: 110, 110, 190): Sniper rifle bullet damage.
https://sites.google.com/site/svenmanor/entguide/ammo#762
ammo_762


weapon_sporelauncher    
A creature which can launch deadly, explosive spores at enemies. Can have 5 spores loaded at a time. You can carry 15 spores as backpack ammo. Primary fire shoots a bouncy spore which will detonate after a set amount of time. Secondary fire shoots a spore with a lot of force, causing it to fly far, but explode directly on impact. Uses ammo_sporeclip. CVars:

sk_plr_spore# (Default: 120, 120, 200): Spore explosion damage. Explosion damage values greater than 200 are known to ocassionally cause damage to apply even through walls.


https://sites.google.com/site/svenmanor/entguide/ammo#spore
ammo_spore
ammo_sporeclip



weapon_tripmine    
Gives one tripmine, of which you can carry 5 at a time. The tripmine can be placed on any solid, non-moving surface and will deploy 3 seconds after placement. When deployed, anything crossing its laser will cause it to detonate. It is best placed in narrow hallways
to ensure the enemy triggering it is actually affected by the explosion. Unfortunately, tripmines are affected by the CVar 'mp_npckill', rendering them usele
ss in most cases. CVars:

sk_plr_tripmine# (Default: 150, 150, 225): Tripmine explosion damage. Explosion damage values greater than 200 are known to ocassionally cause damage to apply even through walls.

 


weapon_uzi    
An uzi, which can store 32 bullets in its clip. You can carry 250 bullets as backpack ammo. Some donators and Sven Co-op staff members have the golden uzi in place of the normal uzi, which causes double damage but has less accuracy. Regardless of the CVar 'mp_weaponstay', you can pickup a second uzi from a weapon_uzi 15 seconds after picking up the first, unless someone else picks up from it in the meantime, resetting the delay. Uses ammo_9mmAR, ammo_9mmbox and ammo_9mmclip. CVars:

sk_plr_uzi# (Default: 10, 10, 16)Uzi bullet hit damage.

 https://sites.google.com/site/svenmanor/entguide/weapon/ammo_all9mm.png?attredirects=0
ammo_9mm(...)
ammo_uziclip

weapon_uziakimbo    
Two uzis, which can store 32 bullets each in their clips. You can carry 250 bullets
as backpack ammo. Some donators and Sven Co-op staff members have the golden uzis
in place of the normal uzis, which cause double damage but have less accuracy. Uses ammo_9mmAR, ammo_9mmbox and ammo_9mmclip. CVars:

sk_plr_uzi# (Default: 10, 10, 16): Uzi bullet hit damage.
 https://sites.google.com/site/svenmanor/entguide/weapon/ammo_all9mm.png?attredirects=0
ammo_9mm(...)
ammo_uziclip
     

Keyvalues


"
Gravity Setting", movetype :
Determines how items behave after spawn. 'Fall to the ground' makes entity fall to first brush beneath it. Note that not all entities with collision may block items to fall through them. Set 'Hover in the air' so items won't fall from it's 
starting position. You can also set 'Hover in the air, ignore brush collision' so item won't be affected by brush collision. 
Use 'Unmoveable' to make item completely unmovable by any external influence, unless changed at runtime by e.g. trigger_changevalue.

"Custom Damage", dmg :
Custom damage of weapon.

"Custom V_Model", wpn_v_model :
You can set the custom view model (v_model) for this item here. It's a first person weapon model.

"Custom W_Model", wpn_w_model :
You can set the custom world model (w_model) for this item here. It's on-ground weapon model.

"Custom P_Model", wpn_p_odel :
You can set the custom player model (p_model) for this item here. It shows on other players when they are holding it.

"Sound Replacement File", soundlist :
Set the path to a sound replacement file for the weapon. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.

"Custom Sprite Directory", CustomSpriteDir :
HUD weapon sprites override. Custom sprites needs .txt file to be created and placed inside "sprites/<your custom folder>" directory. Content of those text files keeps the same format as other "weapon_X.txt" (where X is the name of the weapon) files inside "/sprites" folder. If you have your sprites text files under "sprites/mymap", the Custom Sprite Directory (this keyvalue) should be set to "mymap". Keep in mind that there must be a text file with name equivalent to this weapon name.

"Is Ammo Item", IsNotAmmoItem :
Is set to 'Yes', the weapon is not removed from the map when player pick it up, and 'mp_weaponstay' command is disabled.

"Custom Respawn Time", m_flCustomRespawnTime :
Customize pickup respawn delay in seconds.

Weapon-Specific Keyvalues

"
Placement" <weapon_crossbow only>sequence 
Crossbow placement method. It seems that changing option makes no difference.

"Tertiary Fire Mode<weapon_displacer only>m_TertiaryMode 
Deteremines if tertiary mode can be used on that weapon, or if map setting should be used.

"Portal Speed<weapon_displacer only>m_flPortalSpeed 
Overrides default portal projectile speed.

"Portal Radius<weapon_displacer only>m_flPortalRadius 
Overrides default portal Area of Effect radius.

"Teleport Destination<weapon_displacer only>m_iszTeleportDestination 
Name of teleport destination of secondary fire mode (info_teleport_destination).

"Ammo needed/used to fire primary<weapon_displacer only>m_flPrimaryAmmoNeeded 
Ammo cost of primary fire.

"Ammo needed/used to fire secondary<weapon_displacer only>m_flSecondaryAmmoNeeded 
Ammo cost of secondary (teleportation) fire.

"Ammo needed/used to fire tertiary<weapon_displacer only>m_flTertiaryAmmoNeeded 
Ammo cost of tertiary fire.

"Exclusive Hold", exclusivehold :
If "Yes" is selected, the weapon must be picked up and cannot be switched to another weapon until dropped. This behaviour
is invariably enabled for weapon_minigun and weapon_shockrifle.


Flags

128
: "TOUCH only": Pick weapon up only by touching it.

256: "USE only": Pick weapon up only by using it ('USE' key).

512: "Can use w/o LoS": Player can pick up this weapon even when it's not in his line of sight.

1024: "Disable respawn": Disables default weapon respawning.


Weapon_displacer Flags

64"Random Destination": If multiple destinations are set, one will be chosen randomly.

128"Rotate (Dest Angles)": Add the angles of the trigger_teleport's destination onto the player's angles.

256: "Keep Angles": Instead of copying the destination entity's angles onto the player as part of the teleportation, let the player keep his angles as they are.

512: "Keep velocity": Do not set the players velocity to 0 as he uses secondary mode, and keep his current velocity instead.

1024: "Disable respawn": Disables default weapon respawning.

4096: "Ignore Delays": If selected, all teleport delays will be removed.

Notes

  • As all weapon-, ammo- and item- entities, this respawns after 15 seconds.
  • If "Touch only" and "Use only" flags are selected, the weapon can only be collected by trigger. When those flags are not selected,
    the weapon also can be collected by trigger
    , but only if player is the !activator.


Issues
  • weapon_uziakimbo: If you throw away one of your two uzis and recollect it, you will have both clips refilled without the cost 
    of backpack ammunition.

Changes
  • 5.0 Steam Release: Added 'Custom Sprite Directory', 'Is Ammo Item' and 'Custom Respawn Time' keyvalues, 'Exclusive Hold',
    'TOUCH only', 'USE only', 'Can use w/o LoS' flags.
  • 5.23: Added 'Unmoveable' to Gravity Settings.


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