Weapon alyxgun

From Valve Developer Community

Table of contents

Entity Description

Alyx's Gun
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. 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

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • fademindist [Episode One Update]
<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 [Episode One Update]
<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 [Episode One Update]
<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) [Episode One Update]
  • 4 : Not puntable by Gravity Gun [Episode One Update]

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnPlayerUse
Fires when the player +uses this weapon.
!activator = player
  • OnPlayerPickup
Fires when a player picks up this weapon.
!activator = player
  • OnNPCPickup
Fires when an NPC picks up this weapon.
!activator = NPC