Half Life VR All Strings - AlpyneDreams/Source2Wiki GitHub Wiki

Half-Life: Alyx - All Leaked Strings 2016-2019

Formerly: Half-Life VR - All Strings

Trailer is released!

https://www.youtube.com/watch?v=O2W0N3uKXmo

https://www.half-life.com/en/alyx

Entities

Objects, items, weapons, characters, props and logic entities used in levels.

ai_markup_hlvr
func_combine_barrier
func_hlvr_nav_markup
func_nav_markup_citadel
hl_prop_vr_hand
hl_vr_teleport_controller
hlvr_prop_renderable_glove
hlvr_weapon_crowbar
hlvr_weapon_energygun
hlvr_weapon_pistol
hlvr_weapon_rapidfire
hlvr_weapon_shotgun
hlvr_weapon_shotgun_prototype
hlvr_weaponmodule_
hlvr_weaponswitch_controller
info_hlvr_toner_path_node
item_hlvr_crafting_currency_small
item_hlvr_grenade_frag
item_hlvr_grenade_stun_rapidfire
item_hlvr_grenade_xen
item_hlvr_prop_battery
item_hlvr_prop_flashlight
item_hlvr_weapon_crowbar
item_hlvr_weapon_energygun
item_hlvr_weapon_pistol
point_player_speak
prop_fuel_barrel
prop_hlvr_weapon_energygun_clip
prop_hlvr_weapon_energygun_clip_large
prop_hlvr_weapon_pistol_clip
prop_hlvr_weapon_rapidfire_clip
prop_hlvr_weapon_shotgun_clip
prop_hlvr_weapon_shotgun_shellgroup
prop_hlvr_weapon_shotgun_speedloader
prop_tripmine
prop_vr_hand
prop_vr_tracked_object
xen_plant

Entity Classes

Every entity classname (above) has a corresponding C++ class attached to it.

Server

CBaseModelEntity::PostDropThink
CFuncCombineBarrier
CFuncCombineBarrier::CEntityInstanceEntityClass
CHLPropVRHand
CHLVRPlayerEntityHandle
CHLVRPropFlashlight
CHLVRPropGlove
CHLVR_TeleportController
CHLVR_WeaponSwitch_Controller
CHLVR_Weapon_Base
CHLVRPropTripmine
CHandUseController::ForceDropThink
CInteractionManager
CMarkupVolumeTagged_AI_HLVR
CMarkupVolumeTagged_AI_HLVR::CEntityInstanceEntityClass
CMarkupVolumeTagged_NavCitadel
CMarkupVolumeTagged_NavHLVR

Client

C_HLVRPropTripmine
C_HLVR_TeleportController
C_HL_VR_Player

Files

Files that exist in the playable version of HLVR.

materials/dev/combine_colorcorrection_lut_cs.vmat
models/hands/vr_glove_left.vmdl
models/hands/vr_glove_right.vmdl
models/weapons/vr_flashlight/vr_flashlight.vmdl
particles/combine_tech/combine_barrier.vpcf
particles/combine_tech/combine_barrier_interact.vpcf
particles/creatures/reviver/reviver_nz_elec_dangerzone.vpcf
particles/rain_fx/directable_snow.vpcf
particles/rain_fx/dust_motes_precipitation.vpcf
particles/rain_fx/dust_motes_precipitation_outer.vpcf
particles/rain_fx/xen_spore_precipitation.vpcf
particles/rain_fx/xen_spore_precipitation_outer.vpcf
particles/weapon_fx/muzzleflash_smgs.vpcf

Soundscript Entries

Used in Source and Source 2 based games to represent a sound file.

Inventory.ClipGrab
Inventory.GrenadeGrab
Zombie_Revived.ElectricalBuzzLoop

FGD Strings

Options and other things found in Hammer Editor's entity list/usage files.

BaseNPC

spawnasragdoll(choices) [ group="NPC Properties" ] : "Spawn as Temp Ragdoll" : 0 : "Specifies if the NPC will spawn as a temporary ragdoll and the behavior after becoming a ragdoll." =
[
	0 : "Disabled"
	1 : "Ragdoll and get up when settled"
	2 : "Ragdoll and remain ragdoll"
]

output OnUnragdollFinished(void) : "This NPC just finished getting up after being a ragdoll."

input BecomeRagdoll(void) : "This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs will **NOT** BE FIRED."
input BecomeTemporaryRagdoll(float) : "Become a temporary ragdoll that then can be later unrgadolled."
input StopTemporaryRagdoll(void) : "Rise from your grave."
input StopTemporaryRagdollAndSetEnemy(string) : "Rise from your grave to attack an enemy. Animgraph NPCs will turn to face the enemy during their unragdoll. Parameter is the enemy, usually the !activator on the trigger that's firing this input."

BasePropPhysics

auto_convert_back_from_debris(boolean) [ group="Physics Properties" ] : "Auto Convert back from Debris" : "1" : "If set, this prop will automatically convert back to interactive debris after coming to rest as Debris."

64 : "Enable motion on Physcannon grab (This also applies to the HLVR hand interaction)" : 0

16777216: "Important Grabbity Glove target." : 0

func_precipitation

9 : "Particle Snow"
10 : "Particle Xen Particulate"
11 : "Particle Dust Motes"

point_player_speak

@PointClass base(Targetname, Parentname) = point_player_speak : "Used to force the HLVR player to speak"
[
	input SpeakConcept(string) : "Speak the desired concept. Optional string can be used to specify temp contexts for this speak (context1:value1)"
	input AddContext(string) : "Adds context (context1:value1,context2:value2)."
	input RemoveContext(string) : "Remove context (contextname)."
	input ClearContext(void) : "Clear all context."
	input SilencePlayer(bool): "Silence the player"
]

prop_physics

SilentToZombies(boolean) : "Silent To Zombies" : 0 : "Should this prop generate sounds that blind zombies can hear."

Animation Events

Used in Valve engine games as flags to represent interaction between a character and the world.

AE_ACTION_SET_TURN_RATE_SCALE
AE_BLIND_ZOMBIE_SNIFF
AE_CL_ADD_PARTICLE_EFFECT_CP
AE_CL_BODYGROUP_SET_VALUE
AE_CL_CREATE_PARTICLE_BRASS
AE_CL_CREATE_PARTICLE_EFFECT
AE_CL_CREATE_PARTICLE_EFFECT_CFG
AE_CL_PLAYSOUND_LOOPING
AE_CL_STOP_PARTICLE_EFFECT
AE_DOTA_SUPPRESS_CONSTANT_LAYER
AE_DROP_PRIMARY_WEAPON
AE_HIDE_WEAPON
AE_IK_ALLOW_PLANE_TILT_NORMAL_UPDATES
AE_IK_SET_CHAIN_BLEND_AMOUNT
AE_IK_SET_LOCK_ROTATION_ALPHA
AE_IK_SET_MASTER_BLEND_AMOUNT
AE_MELEE_DAMAGE
AE_MELEE_FORCE_START_WEAPON_TRAIL
AE_MELEE_FORCE_STOP_WEAPON_TRAIL
AE_NPC_BECOME_TEMPORARY_RAGDOLL
AE_NPC_GIB
AE_NPC_HURT_INTERACTION_PARTNER
AE_NPC_SET_INTERACTION_CANTDIE
AE_NPC_WEAPON_FIRE
AE_NPC_WEAPON_SET_SEQUENCE_NUMBER
AE_PASSENGER_PHYSICS_PUSH
AE_SCRIPT_EVENT_FIREEVENT
AE_SV_DUSTTRAIL
AE_VORTIGAUNT_START_HEAL_GLOW
AE_VORTIGAUNT_START_HURT_GLOW
AE_VORTIGAUNT_ZAP_POWERUP
AE_VORTIGAUNT_ZAP_SHOOT
AE_ZOMBIE_POPHEADCRAB
AE_ZOMBIE_TOGGLE_HEAD

Animation Activities

Used in Valve engine games to represent one or more animations on a character model.

ACT_ANTLION_SCUTTLE_BACK
ACT_ANTLION_SCUTTLE_FORWARD
ACT_ANTLION_SCUTTLE_LEFT
ACT_ANTLION_SCUTTLE_RIGHT
ACT_GRABBITYGLOVES_ACTIVE
ACT_GRABBITYGLOVES_ACTIVE_IDLE
ACT_GRABBITYGLOVES_DEACTIVATE
ACT_GRABBITYGLOVES_GRAB
ACT_GRABBITYGLOVES_GRAB_IDLE
ACT_GRABBITYGLOVES_PULL
ACT_GRABBITYGLOVES_RELEASE
ACT_HEADCRAB_SMOKE_BOMB
ACT_HEADCRAB_SPIT
ACT_RAGDOLL_RECOVERY_BACK
ACT_RAGDOLL_RECOVERY_FRONT
ACT_RAGDOLL_RECOVERY_LEFT
ACT_RAGDOLL_RECOVERY_RIGHT
ACT_RANGE_ATTACK_AR2
ACT_VR_PISTOL_BURST_ATTACK
ACT_VR_PISTOL_BURST_TOGGLE
ACT_VR_PISTOL_CLIP_IN_CHAMBERED
ACT_VR_PISTOL_CLIP_IN_SLIDE_BACK
ACT_VR_PISTOL_CLIP_OUT_CHAMBERED
ACT_VR_PISTOL_CLIP_OUT_SLIDE_BACK
ACT_VR_PISTOL_IDLE_SLIDE_BACK
ACT_VR_PISTOL_IDLE_SLIDE_BACK_CLIP_READY
ACT_VR_PISTOL_LAST_SHOT
ACT_VR_PISTOL_LONG_CLIP_IN_CHAMBERED
ACT_VR_PISTOL_LONG_CLIP_IN_SLIDE_BACK
ACT_VR_PISTOL_LOW_KICK
ACT_VR_PISTOL_SLIDE_RELEASE
ACT_VR_SHOTGUN_GRENADE_TWIST
ACT_VR_SHOTGUN_SLIDE_BACK
ACT_VR_SHOTGUN_SLIDE_FORWARD
ACT_VR_SHOTGUN_TRIGGER_SQUEEZE
ACT_ZOMBIE_LUNGE
ACT_ZOMBIE_TRIP

Text Strings

Readable text, usually displayed in the console or onscreen for debugging purposes.

Volumetric Fog Support
Interactive debris
13055: Enable to always show the training light for the gravity glove

Console Text

FindExplicitCoverNode: %s has no nearest node! Origin(%f %f %f)
FindExplicitCoverNode: Found more than %d cover nodes in radius %f, stopping short.
WayPoint Distance
WayPoint Distance %short %__float128
WayPoint Distance %short %short
WayPoint Distance Condition
WayPoint Facing %short %__float128
WayPoint Facing Condition
WayPoint Goal Condition
WayPoint Heading %short %__float128
WayPoint Heading Condition
WayPoint Movement Condition
WayPoint is Goal
WayPointDirection
WayPointFacing
WayPointFacingDirection
WayPointHeading

Enums

Usually used to represent a series of choices.

CLASS_XEN_FOLIAGE
COLLISION_GROUP_PROPS
COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS
COLLISION_GROUP_PROPS_VR_DEBRIS
COLLISION_GROUP_DEBRIS
INLOWCOVER
INTERACTION_CHARGEDCLIP_TO_SHOTGUN
INTERACTION_CLIP_TO_ENERGYGUN
INTERACTION_CLIP_TO_RAPIDFIRE
INTERACTION_CLIP_TO_SHOTGUN
INTERACTION_CLIP_TO_SHOTGUN_PROTOTYPE
INTERACTION_ENERGYGUN_TO_BATTERY
INTERACTION_ENERGYGUN_TO_GRENADE
INTERACTION_ENERGYGUN_TO_WEAPONMODULE
INTERACTION_GRENADE_TO_SHOTGUN
INTERACTION_LARGE_CLIP_TO_ENERGYGUN
INTERACTION_MULTICLIP_TO_SHOTGUN
INTERACTION_MULTICLIP_TO_SHOTGUN_PROTOTYPE
INTERACTION_SPEEDLOADER_TO_SHOTGUN
INTERACTION_XENGRENADE_TO_SHOTGUN
IN_WALL_COVER
PRECIPITATION_TYPE_DUSTMOTES
PRECIPITATION_TYPE_PARTICLEXENSPORES
PRECIPITATION_TYPE_PARTICLEFLYINGEMBER

Member Variables

Properties of classes.

Boolean Values (0 or 1)

m_bAllInteractionsDisabled
m_bGrabbityGlovesEnabled
m_bHasGrabbityGloves
m_bInteractionsDisabled
m_bSelfInteractionRequirementMet
m_bUsedFastGrab

Floating Point Values (12.345)

m_flCarryMass
m_flTwoHandedThrowTime
m_vRagdollPoint
m_vecPreventionEntities
m_vecTwoHandedThrowVelocity

Structs (Data Structures)

prevent_interaction_t

Miscellaneous

AIWalkable
attach
barrier_size
break_uniform_burst
module_attach
physgun_interactions
SPORE damage type
uniform_burst
b_aiinterrupt_flinch
b_animate_death
b_animate_explosive_death
b_melee
b_melee2
b_noninterrupt_flinch_autoclear
b_ragdoll_recovery
b_ranged_attack
b_reload
b_wake_angry
b_walking
e_aiinterrupt_flinch_location
e_noninterrupt_flinch_location
e_ragdoll_recovery_direction

Launch Arguments

-rr_allow_reload

game/core/scripts/talker/response_critera.txt

2015 Robot Repair?

// Question / Answer concepts
criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1
criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied
criterion "ConceptTalkAnswerCitizen" "Concept" "TLK_ANSWER_CIT" required weight 1
criterion "ConceptTalkQuestionCitizen" "Concept" "TLK_QUESTION_CIT" required 
criterion "ConceptTalkAnswerVort" "Concept" "TLK_ANSWER_VORT" required weight 1
criterion "ConceptTalkQuestionVort" "Concept" "TLK_QUESTION_VORT" required 

dota 2 beta/game/core/tools/help/sndtool_help.txt

2016/12/12

CHelpEntry
{
	string m_Id = "Stack hlvr_default_3d"
	string m_FriendlyName = "HLVR Default 3D"
	string m_TooltipOverride = "For basic positional sounds."
	string m_HelpText = "Use this stack definition for all standard \"3d\" positional sounds."
},

Artifact/game/core/resource/toolhelp_sndtool_english.txt

2019/01/11

"Stack hlvr_default_3d"		"HLVR Default 3D"
"Stack hlvr_default_3d:shorthelp"		"For basic positional sounds."
"Stack hlvr_default_3d:help"		"Use this stack definition for all standard \"3d\" positional sounds."

Console Variables & Commands

Typed into the Console to change the behavior of the game. (A blank "Default Value" either means non-applicable or unknown)

Command Name Default Value Help Text
ai_melee_radial_flank_max_radius
crowbar_impact_damage_mass
ai_show_hull_attacks Show AI hull traces for melee attacks. 1 = show them for attacks, 2 = show them for tests.
hlvr_combine_barrier_cell_spacing
hlvr_pickup_maxmass 35
hlvr_use_pucks 0
prop_debug_vr_collision 0 Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_PROPS_VR_DEBRIS(red), COLLISION_GROUP_DEBRIS(grey), OTHER(blue)
r_hlvr_old_tonemapping_curve
vr_align_to_grabline
vr_controller_gg_hold
vr_controller_grabbity_gun_forward_pull
vr_controller_held_left
vr_gg_pickup_maxmass
vr_gg_pickup_maxsize
vr_hand_fix_held_object_transform
vr_hand_interaction_anglediff
vr_hand_interaction_debug
vr_hand_interaction_deltaspeed
vr_hand_interaction_dist_break
vr_hand_interaction_dist_start
vr_hand_pickup_pose_slerp_duration
vr_hand_pull_activationdot
vr_hand_use_distance
vr_hand_use_distance_fast
vr_hand_use_sweep_radius
vr_hand_velocity_window
vr_handinfo_history_ignore_size
vr_handinfo_history_size
vr_interact_clip
vr_interaction_anglediff
vr_interaction_debug
vr_interaction_deltaspeed
vr_interaction_dist_break
vr_interaction_dist_search
vr_interaction_dist_start
vr_pickup_maxmass
vr_pickup_maxsize
vr_stealth_decay
vr_stealth_idle_decay
vr_stealth_idle_spot_time_max
vr_stealth_idle_spot_time_min
vr_stealth_spot_dist_max
vr_stealth_spot_dist_min
vr_stealth_spot_time_max
vr_stealth_spot_time_min
vr_stealth_teleport_forcepeek_time
vr_teleport_cheap_teleport_distance 64
vr_teleport_cheap_teleport_modifier
vr_teleport_energy_cost_multiplier 2
vr_teleport_fixed_cost
vr_teleport_nearby_enemy_distance 128
vr_teleport_nearby_enemy_modifier
vr_teleport_recharge_speed
vr_throw_calculation_debug
vr_throw_velocity_type
vr_two_handed_throw_interval
vr_use_pucks