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info_hlvr_equip_player

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info_hlvr_equip_player is a point entity available in Half-Life: Alyx Half-Life: Alyx. It is used to equip the HLVR Player with weapons or items.

Keyvalues

Equip on map start (equip_on_mapstart) <boolean>
Equip on map start (Default: 1)
Give Energygun (energygun) <boolean>
Give Shotgun (shotgun) <boolean>
Give Rapidfire Pistol (rapidfire) <boolean>
Give Multi-tool (multitool) <boolean>
Give Flashlight (flashlight) <boolean>
Flashlight is enabled (flashlight_enabled) <boolean>
Give Grabbity Gloves (grabbitygloves) <boolean>
Give Item Holder (itemholder) <boolean>
Set Pistol Ammo (-1 to leave it) (set_ammo) <integer>
Set Rapid Fire Ammo (-1 to leave it). Needs to be multiple of 90 (set_ammo_rapidfire) <integer>
Set Shotgun Ammo (-1 to leave it) (set_ammo_shotgun) <integer>
Set Resin (-1 to leave it) (set_resin) <integer>
Start Weapons Empty (start_weapons_empty) <boolean>
Enable inventory (Weapon Switch) (inventory_enabled) <boolean>
Enable Backpack (backpack_enabled) <boolean>
Allow Removal (allow_removal) <boolean>
If set, any equipment the player has that isn't flagged by this info_hlvr_equip_player will be removed from the player.


Pistol Upgrades:
Pistol Upgrade Laser Sight (pistol_upgrade_lasersight) <boolean>
Pistol Upgrade Reflex Sight (pistol_upgrade_reflexsight) <boolean>
Pistol Upgrade Bullet Hopper (pistol_upgrade_bullethopper) <boolean>
Pistol Upgrade Burst Fire (pistol_upgrade_burstfire) <boolean>


Rapidfire Upgrades:
Rapidfire Upgrade Reflex Sight (rapidfire_upgrade_reflexsight) <boolean>
Rapidfire Upgrade Laser Sight (rapidfire_upgrade_lasersight) <boolean>
Rapidfire Upgrade Extended Magazine (rapidfire_upgrade_extended_magazine) <boolean>


Shotgun Upgrades:
Shotgun upgrade Autoloader (shotgun_upgrade_autoloader) <boolean>
Shotgun upgrade Grenade Launcher (shotgun_upgrade_grenade) <boolean>
Shotgun upgrade Laser Sight (shotgun_upgrade_lasersight) <boolean>
Shotgun upgrade Quick Fire (shotgun_upgrade_quickfire) <boolean>
Source 2 Targetname
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist>
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.
Create Client-Only Entity (clientSideEntity) <choices>
  1. No
  2. Yes
Source 2 Transform
Note.pngNote:These are "Embedded Properties" which are hard-coded to appear on every entity in Hammer, regardless of their presence in any FGD files.
Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transformLocked) <boolean>
Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
Force Hidden (force_hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editorOnly) <boolean>
Entity is only displayed in Hammer and will not appear in game.

Inputs

EquipNow
Equip the HLVR player with selected items.
EnableInventory
Enable the HLVR player's inventory (Weapon Switch).
EnableBackpack
Enable the HLVR player's backpack.
Source 2 Targetname
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
Note.pngNote:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <stringRedirectInput/string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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.
RunScriptFile <stringRedirectInput/string>
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <stringRedirectInput/string>
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.
CallScriptFunction <stringRedirectInput/string>
Execute a VScript function in the scope of the receiving entity.
CallPrivateScriptFunction <stringRedirectInput/string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <stringRedirectInput/string>
Calls a script function in the global script scope.

Outputs

Source 2 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
This Output fires when the entity is killed and removed from the game.

See also

List of Half-Life: Alyx Entities