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_mapstart <boolean>
Equip on map start (Default: 1)


energygun <boolean>
Give Energygun
shotgun <boolean>
Give Shotgun
rapidfire <boolean>
Give Rapidfire Pistol
multitool <boolean>
Give Multi-tool
flashlight <boolean>
Give Flashlight
flashlight_enabled <boolean>
Flashlight is enabled
grabbitygloves <boolean>
Give Grabbity Gloves
itemholder <boolean>
Give Item Holder
set_ammo <integer>
Set Pistol Ammo (-1 to leave it)
set_ammo_rapidfire <integer>
Set Rapid Fire Ammo (-1 to leave it). Needs to be multiple of 90
set_ammo_shotgun <integer>
Set Shotgun Ammo (-1 to leave it)
set_resin <integer>
Set Resin (-1 to leave it)
start_weapons_empty <boolean>
Start Weapons Empty
inventory_enabled <boolean>
Enable inventory (Weapon Switch)
backpack_enabled <boolean>
Enable Backpack
allow_removal <boolean>
Allow Removal. 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_lasersight <boolean>
Pistol Upgrade Laser Sight
pistol_upgrade_reflexsight <boolean>
Pistol Upgrade Reflex Sight
pistol_upgrade_bullethopper <boolean>
Pistol Upgrade Bullet Hopper
pistol_upgrade_burstfire <boolean>
Pistol Upgrade Burst Fire

Rapidfire Upgrades:
rapidfire_upgrade_reflexsight
Rapidfire Upgrade Reflex Sight
rapidfire_upgrade_lasersight
Rapidfire Upgrade Laser Sight
rapidfire_upgrade_extended_magazine
Rapidfire Upgrade Extended Magazine

Shotgun Upgrades:
shotgun_upgrade_autoloader
Shotgun upgrade Autoloader
shotgun_upgrade_grenade
Shotgun upgrade Grenade Launcher
shotgun_upgrade_lasersight
Shotgun upgrade Laser Sight
shotgun_upgrade_quickfire
Shotgun upgrade Quick Fire

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since 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.

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.

VScript:
RunScriptFile <string>
Load and execute a script file.
RunScriptCode <string>
Execute a fragment of script code.
CallScriptFunction <string>
Call a script function.
CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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> (in all games since Left 4 Dead 2) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs


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 Left 4 Dead)
This output fires when the entity is killed and removed from the game.