Half-Life: Alyx

Half-Life: Alyx

Improved Crowbar Mod - Campaign Version Playtest
26 Comments
CementStairs  [author] 25 Mar, 2023 @ 3:11am 
@Mask

Hey, that'd be great, though understandably it'll be preferable to have a native way to check for the ammo. So if you find anything, let me know. Thanks!
shadowed 22 Mar, 2023 @ 4:08pm 
Sounds like this mod needs a Cheat Engine script to accompany it. I did look at the lua script and see how you are giving the player ammo. I can try my hand at it since I have a bit of CE scripting experience.
CementStairs  [author] 22 Mar, 2023 @ 4:48am 
@Mask

Hey,

As described before, this is an intended behaviour.

There is a limitatation in Alyx, that we cannot directly access the current ammo count of a player. Instead, I'm tracking when the player finds new ammo (or spends a mag), which then gets added to a sort of 'virtual ammo count' that you will receive upon reactivating the guns, so the first time you activate Crowbar in a level your ammo will reset to a default value, but from that point forward it will be tracked.

Unless you had already run out of ammo by shooting, you shouldn't be ever left with no ammo after using the Crowbar, which is what matters.
shadowed 21 Mar, 2023 @ 1:44pm 
Any way to fix the bug where ammo is removed upon equipping crowbar?
CementStairs  [author] 10 Dec, 2022 @ 2:49am 
As of now probably no, but you can try using the command "spawn_group_load crowbar_extend" when you're in a custom map. I can't guarantee it'll work properly, and it might cause some problems when switching levels, but with this version of the mod it might be the only way.
<width=1>Pacman09 9 Dec, 2022 @ 7:50pm 
is there a way to get it in custom maps?
<width=1>Pacman09 8 Dec, 2022 @ 6:45pm 
well i got it! guessing custom maps won't work though
CementStairs  [author] 8 Dec, 2022 @ 5:19am 
Hey,

I don't know what controllers you use, but if you played HL:A, it should be the exact same button you'd use to arm/activate a grenade when holding it in your hand.

I also recommend to check the main Workshop page of this mod, as it includes other information that might be important to know.
<width=1>Pacman09 7 Dec, 2022 @ 3:01pm 
so "A"?
CementStairs  [author] 7 Dec, 2022 @ 7:21am 
Try disabling other mods too, and don't forget to start the campaign with addons enabled. The arm grenade button should be on your dominant hand.
<width=1>Pacman09 6 Dec, 2022 @ 6:29pm 
still does not work :(
<width=1>Pacman09 4 Dec, 2022 @ 5:23pm 
oh it's the button that activates grenades
<width=1>Pacman09 4 Dec, 2022 @ 3:44pm 
what is arm grenade
CementStairs  [author] 15 Aug, 2022 @ 10:42am 
That is probably the feature of the mod that causes the player to unequip the Crowbar when near level transition; You might be missing the weapons temporarily when trying to equip the Crowbar a couple times when near the level end, but after you either get away and reequip the Crowbar or go to the next level and reequip the Crowbar, the weapons should be given back.
HylianKnight 15 Aug, 2022 @ 10:08am 
nvm, i think its the level transition
HylianKnight 15 Aug, 2022 @ 10:06am 
ran into a small bug after the first headcrab encounter in the QZ, the crowbar button now summons my gun, and the weapon switch menu shows nothing, not even the multitool. reloading the save seemed to fix it.
CementStairs  [author] 14 Aug, 2022 @ 1:14am 
@MeronBoop

Hey, that's the case with using Scalable Init Support and generally some other mods that might not be compatible with this mod - It works best with vanilla game or mods that don't replace models and such. I believe you should still be able to gravity-glove the floating Crowbar that's caused by Scalable Init Support.

The ammo issue will probably stay with the current implementation, since there's not a nice way of detecting player's resources, so the way it's done here is that the ammo picked/used is tracked per-session/per-level with some default amount given to the player + whatever was found.
Reon Kenedi 13 Aug, 2022 @ 6:58pm 
Also custom gloves don't work with this. The crowbar just floats in midair and your hand vanishes.
Reon Kenedi 13 Aug, 2022 @ 6:49pm 
I don't know if this is still present but i'd experience a problem with ammo counts and custom weapons with the non playtest version. For every and any weapon, my ammo count would be like one magazine for each weapon after un-equiping the crowbar. I would also lose any custom weapons upon un-equiping the crowbar.
CementStairs  [author] 28 May, 2022 @ 2:50pm 
Fixed a rare bug with reloading
CementStairs  [author] 23 Feb, 2022 @ 7:56am 
The mod hasn't basically changed much since last time. I implemented some small changes according to the feedback(like breakable padlocks and such). Obviously the more testing, the better. I will release it only after I've had considerable amount of testing and after I did proper testing myself(which will be probably about week or two from now). So feel free to play with this and send me your thoughts.
MarKEY 13 Feb, 2022 @ 8:12am 
For me it'd happen within a minute of using it with both hands.
CementStairs  [author] 13 Feb, 2022 @ 8:00am 
Alright, I did some polishing up and I believe I have reduced the chances of the crash happening, at least when activating the crowbar.

It was still fairly rare, wasn't it? Did it happen during normal gameplay? I don't expect players to get into a situation that could result in a crash very often - but still thanks for stresstesting it, I probably wouldn't find it otherwise!
MarKEY 13 Feb, 2022 @ 5:52am 
Actually the crash might be unrelated to putting the crowbar away, just with grabbing with both hands. I just had another one and I don't think I put it away.

-

Just a thought but have you thought about making the crowbar a item_hlvr_weapon_generic_pistol? You just set it to have zero ammo and make a crowbar model with the one hand pose and no animations. Idk if it's possible but I thought about it a bit.

The bonus would be that it would follow the hand exactly (aka no mass) and it would be a weapon in your wheel. The disadvantage would be that you couldn't throw it and that it takes up a weapon slot. Personally those trade offs sound better for a weapon in a custom map where it's designed to be the third weapon but I'd see why you wouldn't want to give up a slot if you're using it in the campaign.
MarKEY 13 Feb, 2022 @ 5:30am 
If you grab with off hand at the same time you put it away the game crashes.
CementStairs  [author] 12 Feb, 2022 @ 6:44pm 
I'm currently not sure if I changed the mass of the crowbar or not. Either way, tell me how it feels to use.