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With the offical release of JS scripting by valve, the documentation on the developer wiki will be the latest and most up to date.See the developer wiki for the latest API documentation.

Exported Classes

Example usage of the Instance class
import { Instance } from "cspointscript"

Instance.Msg("Hello, world!")

Instance

NameSignatureDescription
Instance.MsgMsg(message: string | number | boolean): voidSends a message to the server console.
Instance.PublicMethodPublicMethod(methodName: string, method: (input: T) => void): voidDefines a public method that can be called from the I/O system in the map. To pass a value into the method, it must have a type specified. For example: PublicMethod("MyMethod", (input: string) => { ... }) Right now no matter what the input type is declared as, it will always be a string. So it will require manual casting to the correct type.
Instance.GetGameTimeGetGameTime(): numberGets the current game time in seconds from when the map started.
Instance.GameTypeGameType(): 0 | 1 | 2 | 3 | 4 | 5 | 6Gets the current game type. 0 = Classic 1 = Gun Game 2 = Training 3 = Custom 4 = Cooperative 5 = Skirmish 6 = Free For All
Instance.GameModeGameMode(): 0 | 1 | 2 | 3 | 4Gets the current game mode. 0 = Casual (When gametype = 0), Arms Race (When gametype = 1), Training (When gametype = 2), Custom (When gametype = 3), Guardian (When gametype = 4), War Games (When gametype = 5), Danger Zone (When gametype = 6) 1 = Competitive (When gametype = 0), Demolition (When gametype = 1), Co-op Strike (When gametype = 4) 2 = Wingman (When gametype = 0), Deathmatch (When gametype = 1) 3 = Weapons Expert 4 = Training Day
Instance.IsWarmupPeriodIsWarmupPeriod(): booleanReturns true if the game is in a warmup period.
Instance.GetPlayerPawnGetPlayerPawn(playerId: string | number | boolean): Pawn | undefinedGets a player Pawn handle by their player slot.
Instance.GetEntityOriginGetEntityOrigin(entity: Entity | Pawn): [number, number, number]Gets the origin of a entity.
Instance.EntFireAtNameEntFireAtName(entityName: string, action: string, value: string | number | boolean, delay: number): voidTriggers an action on an entity.
Instance.DebugScreenTextDebugScreenText(message: string, flScreenX: number, flScreenY: number, nTextOffset: number, flDuration: number, color: unknown): voidPrints a message to the screen.
Instance.EntFireBroadcastEntFireBroadcast(target: string, operation: string, value: string | number | boolean, delay: number): voidTriggers an action on an entity.
Instance.InitialActivateInitialActivate(func: () => void): voidRuns a function once the script as finished loading.

ClientInstance

NameSignatureDescription
ClientInstance.SetNextClientThinkSetNextClientThink(number: number): voidNeeds testing.
ClientInstance.ClientThinkClientThink(func: () => void): voidNeeds testing.

Entity

NameSignatureDescription
Entity.GetAbsOriginGetAbsOrigin(): [number, number, number]Gets the absolute origin of the entity.
Entity.GetOriginGetOrigin(): [number, number, number]Gets the origin of the entity.
Entity.GetTeamNumberGetTeamNumber(): 3 | 2 | 1 | 0Gets the team number of the pawn. 0 = Team Selection 1 = Spectator 2 = Terrorist 3 = Counter-Terrorist

Pawn

NameSignatureDescription
Pawn.FindWeaponFindWeapon(sWeaponName: string): Weapon | undefinedFinds a weapon by name.
Pawn.FindWeaponBySlotFindWeaponBySlot(nSlot: 0 | 1 | 2): Weapon | undefinedFinds a weapon by slot.
Pawn.GetActiveWeaponGetActiveWeapon(): WeaponGets the currently active weapon.
Pawn.DestroyWeaponDestroyWeapon(pWeapon: Weapon): voidDestroys the weapon.
Pawn.DestroyWeaponsDestroyWeapons(): voidDestroys all weapons apart from the knife.
Pawn.SwitchToWeaponSwitchToWeapon(pWeapon: Weapon): voidSwitches to a weapon.
Pawn.SetGunGameImmunitySetGunGameImmunity(): unknownNeeds testing.
Pawn.SetGunGameImmunityColorSetGunGameImmunityColor(): unknownNeeds testing.
Pawn.GiveNamedItemGiveNamedItem(sName: string): voidGives an item to the player.
Pawn.GetCurrentControllerGetCurrentController(): ControllerGets the controller of the pawn.
Pawn.GetOriginalControllerGetOriginalController(): ControllerGets the controller of the pawn.
Pawn.GetAbsOriginGetAbsOrigin(): [number, number, number]Gets the absolute origin of the entity.
Pawn.GetOriginGetOrigin(): [number, number, number]Gets the origin of the entity.
Pawn.GetTeamNumberGetTeamNumber(): 3 | 2 | 1 | 0Gets the team number of the pawn. 0 = Team Selection 1 = Spectator 2 = Terrorist 3 = Counter-Terrorist
Pawn.ChangeTeamChangeTeam(iTeamNum: 3 | 2 | 1 | 0): voidSets the team of the pawn (This will kill the player).
Pawn.GetClassNameGetClassName(): stringGets the name of the pawn type.

Controller

NameSignatureDescription
Controller.GetPlayerGetPlayer(): PawnGets the pawn this controller controls.
Controller.GetObserverGetObserver(): ObserverGets the observer of this controller.
Controller.GetScoreGetScore(): numberGets the score of the controller.
Controller.AddScoreAddScore(nPoints: number): voidAdds score the to controller.
Controller.GetWeaponDataForLoadoutSlotGetWeaponDataForLoadoutSlot(nSlot: number): LoadoutWeaponData | undefinedGet the weapon data of the players loadout slot. 0 = weapon_knife_tactical 1 = weapon_c4 for Ts and undefined for CTs 2 = Starting Pistol 3 = Other Pistols 1 4 = Other Pistols 2 5 = Other Pistols 3 6 = Other Pistols 4 8 = Mid tier 1 9 = Mid tier 2 10 = Mid tier 3 11 = Mid tier 4 12 = Mid tier 5 14 = Rifles 1 15 = Rifles 2 16 = Rifles 3 17 = Rifles 4 18 = Rifles 5 25 = weapon_shield 26 = weapon_flashbang 27 = weapon_smokegrenade 28 = weapon_hegrenade 29 = weapon_molotov for Ts and weapon_incgrenade for CTs 30 = weapon_decoy 32 = item_kevlar 33 = item_assaultsuit 34 = weapon_taser
Controller.IsObservingIsObserving(): booleanReturns true if the controller is observing.
Controller.GetPlayerSlotGetPlayerSlot(): numberGet the player slot of the controller.
Controller.IsFakeClientIsFakeClient(): booleanReturns true if the controller is a bot.
Controller.GetAbsOriginGetAbsOrigin(): [number, number, number]Gets the absolute origin of the entity.
Controller.GetOriginGetOrigin(): [number, number, number]Gets the origin of the entity.
Controller.GetTeamNumberGetTeamNumber(): 3 | 2 | 1 | 0Gets the team number of the pawn. 0 = Team Selection 1 = Spectator 2 = Terrorist 3 = Counter-Terrorist
Controller.ChangeTeamChangeTeam(iTeamNum: 3 | 2 | 1 | 0): voidSets the team of the pawn (This will kill the player).
Controller.GetClassNameGetClassName(): stringGets the name of the entity.

Observer

NameSignatureDescription
Observer.GetObserverModeGetObserverMode(): numberNeeds testing.
Observer.SetObserverModeSetObserverMode(mode: number): unknownNeeds testing.
Observer.GetCurrentControllerGetCurrentController(): ControllerGets the controller of this observer.
Observer.GetAbsOriginGetAbsOrigin(): [number, number, number]Gets the absolute origin of the entity.
Observer.GetOriginGetOrigin(): [number, number, number]Gets the origin of the entity.
Observer.GetTeamNumberGetTeamNumber(): 3 | 2 | 1 | 0Gets the team number of the pawn. 0 = Team Selection 1 = Spectator 2 = Terrorist 3 = Counter-Terrorist
Observer.ChangeTeamChangeTeam(iTeamNum: 3 | 2 | 1 | 0): voidSets the team of the pawn (This will kill the player).
Observer.GetClassNameGetClassName(): stringGets the name of the entity.

Weapon

NameSignatureDescription
Weapon.GetDataGetData(): LoadoutWeaponDataGets the loadout data for this weapon.
Weapon.GetAbsOriginGetAbsOrigin(): [number, number, number]Gets the absolute origin of the entity.
Weapon.GetOriginGetOrigin(): [number, number, number]Gets the origin of the entity.
Weapon.GetTeamNumberGetTeamNumber(): 3 | 2 | 1 | 0Gets the team number of the pawn. 0 = Team Selection 1 = Spectator 2 = Terrorist 3 = Counter-Terrorist
Weapon.ChangeTeamChangeTeam(iTeamNum: 3 | 2 | 1 | 0): voidSets the team of the pawn (This will kill the player).
Weapon.GetClassNameGetClassName(): stringGets the name of the entity.

LoadoutWeaponData

NameSignatureDescription
LoadoutWeaponData.GetNameGetName(): numberGets the name of the weapon.
LoadoutWeaponData.GetTypeGetType(): numberGets the type of the weapon. 0 = knife 1 = pistol 2 = light machine gun 3 = rifle 4 = shotgun 5 = sniper 7 = c4 9 = grenade 10 = kevlar 19 = shield
LoadoutWeaponData.GetPriceGetPrice(): numberGets the price of the weapon.