item_hlvr_weapon_generic_pistol
- Half-Life: Alyx
Point Entity
Keyvalues
-
Disable shadows (
disableshadows
) <Boolean
> -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Start Fade Dist/Pixels (
fademindist
) <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 (
fademaxdist
) <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 (
fadescale
) <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. -
Start Asleep (
phys_start_asleep
) <Boolean
>
Should the physics of the item be initialized as sleeping on spawn -
Spawnflags (
spawnflags
) <Flags
>- Start Constrained
-
Inventory name (should be unique) (
inventory_name
) <String
> -
Inventory model (
inventory_model
) <Resource
> -
Inventory position (
inventory_position
) <Choices
>- Top
- Bottom
- Right
- Left
-
Number of bullets in the clip (Default is no clip) (
set_spawn_ammo
) <Integer
> -
Ammo per clip (
ammo_per_clip
) <Integer
> -
Damage (
damage
) <Integer
> -
Attack interval (seconds) (
attack_interval
) <Float
> -
Clip grab distance (inches) (
clip_grab_dist
) <Float
> -
Bullet count anim rate (
bullet_count_anim_rate
) <Float
> -
Slide interaction min distance (inches) (
slide_interact_min_dist
) <Float
> -
Slide interaction max distance (inches) (
slide_interact_max_dist
) <Float
> -
Bottom grip min distance (inches) (
bottom_grip_min_dist
) <Float
> -
Bottom grip max distance (inches) (
bottom_grip_max_dist
) <Float
> -
Bottom grip disengage distance (inches) (
bottom_grip_disengage_dist
) <Float
> -
Model right handed (
model_right_handed
) <Resource
> -
Model left handed (
model_left_handed
) <Resource
> -
Slide model right handed (
slide_model_right_handed
) <Resource
> -
Slide model left handed (
slide_model_left_handed
) <Resource
> -
Clip model right handed (
clip_model_right_handed
) <Resource
> -
Clip model left handed (
clip_model_left_handed
) <Resource
> -
Single bullet model (
single_bullet_model
) <Resource
> -
Eject shell model (
eject_shell_model
) <Resource
> -
Shoot sound (
shoot_sound
) <Sound
> -
No ammo sound (
no_ammo_sound
) <Sound
> -
Last shot chambered sound (
last_shot_chambered
) <Sound
> -
Slide lock sound (
slide_lock_sound
) <Sound
> -
Slide back sound (
slide_back_sound
) <Sound
> -
Slide close sound (
slide_close_sound
) <Sound
> -
Clip insert sound (
clip_insert_sound
) <Sound
> -
Clip release sound (
clip_release_sound
) <Sound
> -
Muzzle flash effect (
muzzle_flash_effect
) <ParticleSystem
> -
Tracer effect (
tracer_effect
) <ParticleSystem
> -
Eject shell smoke effect (
eject_shell_smoke_effect
) <ParticleSystem
> -
Glow effect (
glow_effect
) <ParticleSystem
> -
Barrel smoke effect (
barrel_smoke_effect
) <ParticleSystem
> -
Clip glow effect (
clip_glow_effect
) <ParticleSystem
>
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
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. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired.
Outputs
-
OnAttachedToHand <
Void
>
Fired when the item is attached to the player's hand (i.e. pickup) -
OnDetachedFromHand <
Void
>
Fired when the item is attached to the player's hand (i.e. drop) -
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnPlayerTouch <
Void
>
Fires when the player touches this object -
OnPlayerPickup <
Void
>
Fires when the player picks up this object -
OnGlovePulled <
Void
>
Pulled by the gravity gloves -
OnCacheInteraction <
Void
>
This output fires when the player proves they have 'found' this item. Fires on: Player Touch (whether or not player actually acquires the item), Picked up by +USE, Picked up by Physcannon, Punted by Physcannon.