weapon_alyxgun
Entity description
Alyx's gun. It is not intended to be used; however, it can be used in Half-Life 2 single player by using the command give weapon_alyxgun
with the convar sv_cheats set to 1. It is apparently a burst-fire pistol, capable of switching to single shot mode, with considerable strength. There is no player view model. When used by the player, the weapon is capable of firing in a fully automatic mode. The model the player sees when wielding it is the worldmodel of the gun, hovering in front of them. Other instances result in a giant "ERROR" placeholder model hovering in front of the player, or the gun appearing in a vertical position next to the player's 'head'. 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 <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.