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.