weapon_alyxgun

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<Half-Life 2> weapon_alyxgun is a point entity available in the Half-Life 2 series.
Alyx's Gun

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.

Keyvalues

Weapon:

NewFade:

Start Fade Dist/Pixels <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.
End Fade Dist/Pixels <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.
Fade Scale <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.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
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.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (Only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (Only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

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 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 than Kill.
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.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (New with Left 4 Dead 2)
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 <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with Alien Swarm) !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.
SetLocalAngles <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

Weapon:

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.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.