Weapon alyxgun
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Entity description
Alyx's gun. It's not intended for use by the player due to the lack of viewmodel, however with commands or by +useing on the gun it is possible for the player to pick it up. It's apparently a custom made pistol that can be fired in semi-automatic, burst fire or automatic mode. Potentially, there was also supposed to be a rifle mode, as seen in the gun's animation library.
Dedicated Console Variables
- sk_plr_dmg_alyxgun <int>
- Damage done to players.
- sk_npc_dmg_alyxgun <int>
- Damage done to NPCs.
- sk_max_alyxgun <int>
- Size of clip. By default in the game this is 30 rounds.
Flags
- Start Constrained : [1]
- Prevents the model from moving.
- Deny player pickup (reserve for NPC) : [2]
- Not puntable by Gravity Gun : [4]
Inputs
- HideWeapon !FGD
- If this weapon is being held, hide the worldmodel and/or viewmodel via EF_NODRAW. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
Outputs
- OnNPCPickup
- Fires when an NPC picks up this weapon. (!activator is the NPC.)
- 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.)
- OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.