info_hlvr_equip_player
info_hlvr_equip_player
is a point entity available in Half-Life: Alyx. It is used to equip the HLVR Player with weapons or items.
Keyvalues
- equip_on_mapstart
(???)
<boolean> - Equip on map start (Default: 1)
- energygun
(???)
<boolean> - Give Energygun
- shotgun
(???)
<boolean> - Give Shotgun
- rapidfire
(???)
<boolean> - Give Rapidfire Pistol
- multitool
(???)
<boolean> - Give Multi-tool
- flashlight
(???)
<boolean> - Give Flashlight
- flashlight_enabled
(???)
<boolean> - Flashlight is enabled
- grabbitygloves
(???)
<boolean> - Give Grabbity Gloves
- itemholder
(???)
<boolean> - Give Item Holder
- set_ammo
(???)
<integer> - Set Pistol Ammo (-1 to leave it)
- set_ammo_rapidfire
(???)
<integer> - Set Rapid Fire Ammo (-1 to leave it). Needs to be multiple of 90
- set_ammo_shotgun
(???)
<integer> - Set Shotgun Ammo (-1 to leave it)
- set_resin
(???)
<integer> - Set Resin (-1 to leave it)
- start_weapons_empty
(???)
<boolean> - Start Weapons Empty
- inventory_enabled
(???)
<boolean> - Enable inventory (Weapon Switch)
- backpack_enabled
(???)
<boolean> - Enable Backpack
- allow_removal
(???)
<boolean> - Allow Removal. If set, any equipment the player has that isn't flagged by this info_hlvr_equip_player will be removed from the player.
Pistol Upgrades:
- pistol_upgrade_lasersight
(???)
<boolean> - Pistol Upgrade Laser Sight
- pistol_upgrade_reflexsight
(???)
<boolean> - Pistol Upgrade Reflex Sight
- pistol_upgrade_bullethopper
(???)
<boolean> - Pistol Upgrade Bullet Hopper
- pistol_upgrade_burstfire
(???)
<boolean> - Pistol Upgrade Burst Fire
Rapidfire Upgrades:
- rapidfire_upgrade_reflexsight
(???)
- Rapidfire Upgrade Reflex Sight
- rapidfire_upgrade_lasersight
(???)
- Rapidfire Upgrade Laser Sight
- rapidfire_upgrade_extended_magazine
(???)
- Rapidfire Upgrade Extended Magazine
Shotgun Upgrades:
- shotgun_upgrade_autoloader
(???)
- Shotgun upgrade Autoloader
- shotgun_upgrade_grenade
(???)
- Shotgun upgrade Grenade Launcher
- shotgun_upgrade_lasersight
(???)
- Shotgun upgrade Laser Sight
- shotgun_upgrade_quickfire
(???)
- Shotgun upgrade Quick Fire
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<скриптлист VScript> (in all games since ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Inputs
EquipNow
- Equip the HLVR player with selected items.
EnableInventory
- Enable the HLVR player's inventory (Weapon Switch).
EnableBackpack
- Enable the HLVR player's backpack.
VScript:
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.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<скрипт> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.