Key takeaways
- Map scripts can now read the planted bomb's site, planter, defuser and timings.
- The notes list grenade spawn and detonate methods; an automated utility drill is a possible use, not a documented finished feature.
- The same update fixed a case where grenades could be thrown through level geometry.
- Valve published names only — no behaviour, arguments or restrictions are documented in the notes.
Valve's 3 August update expanded the map-scripting API available to Counter- Strike 2 creators. Its list includes planted-bomb state and grenade-projectile methods. That is relevant to people building Workshop practice maps, although the notes list method names rather than demonstrating a finished drill.
The scripting section does not announce a new Premier rule. It changes the authoring surface map creators can investigate.
What the notes list#
The 3 August update has a MAP SCRIPTING section with roughly two dozen entries. Grouped by what they touch:
The planted bomb. CSPlantedC4.IsBombsiteA and IsBombsiteB;
GetPlanter and GetDefuser; IsActive, IsExploded and IsDefused;
GetPlantTime, GetExplodeTime, GetDefuseStartTime and
GetDefuseFinishTime. Alongside them, CSPlayerPawn.HasDefuser and
SetHasDefuser, and a new Instance.OnBombExplode event.
Grenades. Instance.SpawnGrenadeProjectile;
CSGrenadeProjectileBase.GetGrenadeType, GetThrower and Detonate; a
CSGrenadeType enum; and two new fields on the Instance.OnGrenadeBounce
event, hitEntity and normal. The event's existing bounces field is
deprecated.
Everything else. Instance.TracePlayer, Instance.OnWeaponPickup, and a
dropper field added to Instance.OnWeaponDrop. A bug where
Instance.RegisterCheatCommand would not work on script reload is fixed.
Separately, in the gameplay section of the same update: Valve fixed a case where grenades could be thrown through level geometry. The note says "a case", not all cases, and does not say which. If you use a lineup that threads a grenade through something it visually should not pass through, check it still lands.
Everything above is what Valve published. The rest of this is our reading of it.
The bomb half is the one that unlocks modes#
A retake or execute-drill map has to know a specific set of things to be any good: which site the bomb is on, who planted it, whether a defuse has started, and when that defuse would finish relative to when the bomb goes off. Those are exactly the values in the new list.
Those method names suggest that a creator could build a retake drill around real bomb-state events and timings instead of a separate stopwatch. The notes do not show how to wire those calls together or guarantee that any particular drill works without additional scripting and testing.
GetPlanter and GetDefuser suggest a way to attribute events to players.
That is a possible foundation for scoring, not a scoring system supplied by
the update.
Spawning and detonating grenades is the practice-map piece#
The patch lists SpawnGrenadeProjectile and Detonate, alongside GetThrower
and GetGrenadeType. Their names point toward script-controlled utility and
inspection of projectile state. The update notes do not give arguments,
return values or permission limits, so a map maker still needs to consult the
actual API and test the behavior.
An automated smoke-arrival drill is a plausible application: a map could present a timed utility event while a player practises holding an angle. This is an idea prompted by the names in Valve's list, not a feature Valve announced or one we tested.
The new hitEntity and normal fields on OnGrenadeBounce also suggest more
detailed bounce information. Valve did not define their exact semantics in the
short update note.
Three updates in a row#
This is not a single drop. The 8 July update added Instance.QueueAfterThinks,
Instance.OnWeaponDrop and CSWeaponBase.GetOriginalOwner, and put file names
and line numbers on script compile errors. The 29 July update fixed scripts
failing to load in tools mode until a manual recompile. The 3 August update adds
the bomb and grenade functions and fixes cheat command registration across
reloads.
Two of those three entries are repairs to the authoring loop rather than new features. That is usually what maintenance looks like on a system somebody intends to keep, and it is a more reliable signal than any one feature list.
What Valve has not said#
The notes are names, not documentation. There is no published description of
what any of these functions return, what they take as arguments, or where they
are permitted to run — SpawnGrenadeProjectile in particular raises the
question of what contexts allow a script to conjure utility, and the update
notes do not answer it.
Valve has also said nothing about official modes. Nothing in this update suggests any of it reaches Competitive or Premier; read it as authoring surface for Workshop content, because that is all the notes support.
Valve marked bounces on OnGrenadeBounce as deprecated. Authors using it
should check compatibility and plan a migration; deprecation alone does not
show that a currently running map has stopped working.
Sources
Updates and corrections
- Correction — Updated the article attribution and publication details.Previously: “Attributed to daniel-kim with an approved review state.”
- Correction — Distinguished API names from tested behavior and clarified that deprecation does not prove existing scripts have stopped working.Previously: “Presented possible Workshop drill behavior as guaranteed and said deprecated bounce fields already required author updates.”
- Update — Replaced a storefront image whose reuse terms were not documented with an original FPSing illustration.
Topics
- patch analysis
- game modes
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