weapon_alyxgun

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Contents

Entity Description

Alyx's Gun

Alyx's gun. It is not intended to be used; however, it can be used in HL2 single player. It is apparently a burst-fire pistol,capable of switching to single shot mode, with considerable strength, and no player model. When used by the player, the weapon is capable of firing in a fully automatic mode, which leads to the conclusion that NPCs only fire the weapon in short bursts. The model the player sees when wielding it is the worldmodel of the gun, hovering eerily in front of them. The Alyxgun has its own unique ammo type. It can be wielded both by Alyx, and by npc_citizens. According the animations of its model, it also has the potential to be folded out into a submachine gun and a rifle. Do not use without altering the code to repair it.

Dedicated Console Variables

  • sk_plr_dmg_alyxgun
<integer> Damage done to players
  • sk_npc_dmg_alyxgun
<integer> Damage done to NPCs
  • sk_max_alyxgun
<integer> Size of clip. By default in the game this is 30 rounds.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • fademindist
<float> Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
  • fademaxdist
<float> Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
  • fadescale
<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.

Flags

  • 1 : Start Constrained
Prevents the model from moving.
  • 2 : Deny player pickup (reserve for NPC)
  • 4 : Not puntable by Gravity Gun

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnPlayerUse
Fires when the player +uses this weapon. (activator is the player)
  • OnPlayerPickup
Fires when a player picks up this weapon. (activator is the player)
  • OnNPCPickup
Fires when an NPC picks up this weapon. (activator is the NPC)
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