info_hlvr_equip_player

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info_hlvr_equip_player is a point entity available in the following Source 2 engine games: <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.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to 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.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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> (in all games since <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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving 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><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.