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Half-Life: Alyx VConsole Commands for VR Developers and Modders

Half-Life: Alyx VConsole Commands for VR Developers and Modders

Posted on April 20th, 2020. (Last updated April 21st, 2020)

This is a guide meant for VR developers and modders to use some of the VConsole commands and 2D tools for navigating Half-Life: Alyx for the purpose of modding and exploring the experiential design of this VR experience. The experience is best when experienced in VR, but there are some things that are actually easier and better to do in 2D if you're intention is to analyze how some of the maps and experiences were put together.

You need to add this to you Properties (Right Click on HL:A), and then "Set Launch Options" -console -vconsole -dev

LAUNCH HL:A and then hit the ` key (i.e. the ~ key, but without the shift)

This will bring up the VConsole where you can run commands

How to use the Cheat console https://gameranx.com/features/id/194871/article/half-life-alyx-how-to-use-the-cheat-console-console-commands-guide/

God mode & Weapons

Enable cheat codes

sv_cheats 1

Invincible

god

Be invisible to enemies, so they don't bother you when debugging

notarget

All weapons

impulse 101

All upgrades

impulse 102

All ammo

sv_infinite_ammo 1

Never reload

sv_infinite_clips 1

get SMG early

give item_hlvr_weapon_rapidfire

Take damage, but not die.

buddha

Look at the game logic and trigger points -- Unpack sound cues, and other functions on objects.

ent_messages_draw 2

FLY THROUGH WALLS w/ Mouse & Keyboard - HMD is disabled

Enable flying around

vrfly_enabled 1

Get hands out of the way:

vrfly_nohands 1

change flying speed

vrfly_speed 250

Jump back to VR

vrfly_enabled 0

DEVELOPER MODE for in VR

Link: https://steamah.com/half-life-alyx-how-to-open-the-in-game-developer-menu/

Enemies ignore you

notarget

Query the properties of any item -- Hard to delete these and can get clutter, but super fascinating. Use with Developer Tools

ent_text

SHOW COMPUTER CODE TRIGGERS

Enable showing functions being run & triggers

ent_messages_draw 2

Disable showing functions being run & triggers

ent_messages_draw 0

good to show the map triggers

showtriggers_toggle

PHYSICS

Draws Physics collision mesh for all models

cl_ent_vcollide_wireframe

Where are you at in a map like a virutal GPS or Metaverse Positioning System

Show current x, y, z coordinate

cl_showpos 1

Show current map

cl_showfps 1

GREAT FOR SEEING OVERVIEW OF MAP AREAS

Performance intensive, but see all of the trigger boxes - Helps map out pathways of a map when flying around

showtriggers_toggle

ENEMIES

enemies don't follow you - disables them - notarget is awesome!!!

notarget

See enemey AI path

ai_path_draw 1

PLAYER LOCATION

Get your current location

getpos

Set location

setpos 72.4312 4059.9707 84.0000

TOGGLE LIGHTING - Use in conjunction with Developer Mode in VR

Turn off lighting on objects - Goes dark

mat_fullbright 1

Turn lighting back on

mat_fullbright 0

Gives you an in-world spherical probe to measure the lighting in a scene. Works best in VR

cl_lightquery_debug 1

See the lighting volume and lightprobe *.vtex source file

r_light_probe_volume_debug_colors 1

HIGHLIGHTs indirect lighting (jumps out)

r_indirectlighting 0

Ruturn to balanced lighting

r_indirectlighting 1

Turn off direct lighting

r_directlighting 0

SOUND

List all soundscape entities on that current level

sv_soundscape_printdebuginfo

...
-------- SOUNDSCAPE ENTITIES -----
- 0: a2_train_yard_main x:1485.3621 y:-1786.7152 z:61.8798
- 1: a2_train_yard_post_crash x:72.4312 y:4059.9707 z:84.0000
----------------------------------

lists all sounds loaded within a scene

soundlist

] soundlist
( 4b) 143616 : sounds\weapons\rapid_fire\wpn_rapid_fire_fire_lfe_01.vsnd
( 4b) 190672 : sounds\weapons\rapid_fire\wpn_rapid_fire_fire_tail_01.vsnd
( 1b) 603725 : sounds\ambient\startup\amb_startup_metal_09_l.vsnd
( 4b) 544068 : sounds\weapons\shotgun\wpn_shotgun_fire_tail_04.vsnd
( 1b)  90993 : sounds\ambient\nature\amb_c17_crow_caw_11.vsnd
( 4b) 116512 : sounds\weapons\pistol\wpn_pistol_fire_lfe_03.vsnd
...
( 1b) 301227 : sounds\ambient\startup\amb_loading_screen_end_impact_01_rs.vsnd

L( 1b) 813697 : sounds\ambient\startup\amb_startup_wind_lp_01_r.vsnd ( 1b) 474696 : sounds\ambient\startup\amb_startup_metal_02_ls.vsnd ( 1b) 553743 : sounds\ambient\startup\amb_startup_metal_07_r.vsnd Total: 70.41 MB

Lists all sound files played in a soundscape

soundinfo

SDL Audio Device: ### OS_Default_Device
Channels:	2
Bits/Sample:	32
Rate:		44100
Active Voices: 9
0: sounds\ambient\startup\amb_startup_metal_02_l.vsnd (80000033 :: 80000047)  [2.8s]
1: sounds\ambient\startup\amb_startup_metal_02_r.vsnd (80000034 :: 80000048)  [2.8s]
2: sounds\ambient\startup\amb_startup_wind_lp_01_l.vsnd (8000001e :: 80000025)  [48.6s]
3: sounds\ambient\startup\amb_startup_wind_lp_01_r.vsnd (8000001f :: 80000026)  [48.6s]

Dump Current soundscape index (0-225) -- Full list down below

soundscape_dumpclient

Client Soundscape data dump:
  Position: 1908.16 1229.62 37.66
  soundscape index: 131
  entity list index: 1
End dump.

Displays the name of a sound effect whenever it plays

snd_new_visualize 1

Examples of how to search through closed captioning transcripts

cc_findsound "russell" cc_findsound "Alyz" cc_findsound "<" cc_findsound "."

LISTS ALL CLIENT SOUNDSCAPES in alphabetical order

sv_soundscape_printdebuginfo

LISTS ALL CLIENT SOUNDSCAPES in assigned number order (clustered in the same scene) (226 total)

cl_soundscape_printdebuginfo 1

------- CLIENT SOUNDSCAPES (226 total) -------

  • 0: train_yard_combat
  • 1: warehouse_alarm
  • 2: peeling_paint_main
  • 3: cavern_creepy_sizzle_lp
  • 4: creepy_amb_lp_01
  • 5: excavation_caverns_01
  • 6: creepy_hallway_01
  • 7: a2_pistol_skylight
  • 8: a2_pistol_skylight_intro
  • 9: a2_pistol_skylight_outro
  • 10: a2_pistol_traincar
  • 11: a2_pistol_traincar_transition
  • 12: a2_pistol_traincar_transition_02
  • 13: creepy_trainyard_interior_01
  • 14: a1m1_intro_intro
  • 15: a1m1_follow_scanner_intro
  • 16: generator_puzzle_01
  • 17: a3_tenements_falling_debris
  • 18: vort_puzzle_chimes_first_room
  • 19: vort_puzzle_chimes_main_room
  • 20: vort_puzzle_random_main_room
  • 21: vort_puzzle_random_first_room
  • 22: vort_puzzle_water
  • 23: vort_puzzle_wet
  • 24: vort_puzzle_first_room
  • 25: vort_puzzle_main_room
  • 26: vort_puzzle_main_room_big
  • 27: vort_puzzle_sanctum
  • 28: automatic
  • 29: automatic_dialog
  • 30: e3_techdemo_gmanspeaking
  • 31: e3_Techdemo_02
  • 32: e3_Techdemo_03
  • 33: e3_Techdemo_05
  • 34: e3_Techdemo_06
  • 35: e3_end
  • 36: Nothing
  • 37: GenericIndoor
  • 38: GenericOutdoor
  • 39: cabin
  • 40: cabin_outdoor
  • 41: test_tvset
  • 42: test_funny_noises
  • 43: smalltown_sounds
  • 44: smalltown.util_train_horn
  • 45: streetwar.util_combine_atmosphere
  • 46: streetwar.util_rubble
  • 47: streetwar.util_sirens
  • 48: streetwar.util_light_sirens
  • 49: streetwar.util_zombie_infested
  • 50: streetwar.util_light_combat_atmosphere
  • 51: streetwar.util_heavy_combat_atmosphere
  • 52: streetwar.util_muffled_light_combat
  • 53: streetwar.util_light_combat
  • 54: streetwar.util_medium_combat
  • 55: streetwar.util_heavy_combat
  • 56: streetwar.util_drips
  • 57: streetwar.util_fardrips
  • 58: streetwar.general_indoor_light_combat
  • 59: streetwar.general_indoor_medium_combat
  • 60: streetwar.general_indoor_heavy_combat
  • 61: streetwar.general_outdoor_light_combat
  • 62: streetwar.general_outdoor_medium_combat
  • 63: streetwar.general_outdoor_heavy_combat
  • 64: streetwar.rooftop_heavy_combat
  • 65: xen_foliage_01
  • 66: a0_startup_main
  • 67: distant_construction_int
  • 68: distant_construction_ext
  • 69: distant_hl_activity_int
  • 70: distant_hl_activity_ext
  • 71: a1_futuretrain_passby_01
  • 72: a1_brick_warehouse_int
  • 73: a1_lab_train_car_int
  • 74: a1_intro_boxcar_passbys
  • 75: a1_intro_boxcar_start
  • 76: a1_intro_boxcar_stopping
  • 77: a1_intro_boxcar_arrive
  • 78: a1_intro_boxcar_ext
  • 79: a1_intro_sscape0
  • 80: a1_intro_int1
  • 81: a1_intro_int_hahn
  • 82: a1_intro_ext1
  • 83: a1_intro_rooftop_main
  • 84: a1_intro_street_level_main
  • 85: a1_intro_street_level_main_02
  • 86: a1_intro_02_main
  • 87: a1_intro_02_point_source
  • 88: a1_intro_02_bad_side_of_town
  • 89: a1_intro_02_lab
  • 90: a1_intro_m1
  • 91: a1_intro_ext_rooftop
  • 92: a1_lab_ext
  • 93: a1_intro_citadel_reveal
  • 94: a1_test
  • 95: a2_pistol_basement
  • 96: a2_pistol_traincar
  • 97: a2_pistol_main_base
  • 98: a2_pistol_main
  • 99: a2_pistol_main_traincar
  • 100: a2_hideout_basement
  • 101: a2_hideout_point_source
  • 102: a2_hideout_main_base
  • 103: a2_puzzle_room_base
  • 104: a2_hideout_main
  • 105: a2_hideout_puzzle_room
  • 106: a2_hideout_puzzle_sanctum
  • 107: a2_quarantine_vents_and_lights
  • 108: quarantine_outside_base
  • 109: quarantine_chimes_int
  • 110: quarantine_outside
  • 111: quarantine_basement
  • 112: quarantine_transistion_basement
  • 113: quarantine_basement_transition
  • 114: quarantine_entrance_ext_wood_building
  • 115: train_yard_traincar_int
  • 116: train_yard_ext_base
  • 117: train_yard_ext_addins
  • 118: train_yard_subterranean_base
  • 119: a2_trainyard_underground_main
  • 120: a2_trainyard_underground_transition
  • 121: a2_trainyard_exterior
  • 122: a2_trainyard_exterior_deep
  • 123: a2_trainyard_exterior_deep_transition
  • 124: a2_pistol_steam_pipes
  • 125: a2_pistol_vents_and_lights
  • 126: a2_pistol_chainlink
  • 127: a2_pistol_skylight_debris
  • 128: a2_headcrabs_tunnel_vents_and_lights
  • 129: a2_headcrabs_tunnel_main
  • 130: a2_drainage_main
  • 131: a2_train_yard_main
  • 132: a2_train_yard_post_crash
  • 133: tenement_block_01
  • 134: a3_tenements_small_room
  • 135: a3_tenements_banging
  • 136: a3_tenements_lobby_lights_steam
  • 137: a3_tenements_interior_base
  • 138: a3_tenements_interior_01
  • 139: a3_tenements_interior_02
  • 140: a3_tenements_basement_lights_vents
  • 141: a3_tenements_basement
  • 142: a3_tenements_subbasement
  • 143: a3_tenements_small_room_xen
  • 144: a3_tenements_basement_xen
  • 145: a3_tenements_basement_hall
  • 146: a3_tenements_bathroom
  • 147: a3_tenements_interior_small_room_transition
  • 148: a3_tenements_interior_test
  • 149: a3_tenements_mixed_01
  • 150: a3_tenements_interior_03
  • 151: a3_tenements_interior_04
  • 152: a3_c17_processing_plant_base
  • 153: a3_c17_processing_plant_exterior
  • 154: a3_c17_processing_plant_start
  • 155: a3_c17_processing_plant_construction
  • 156: a3_c17_processing_plant_post_construction
  • 157: a3_tenements_interior_base_quiet
  • 158: a3_tenements_interior_rooftop_base_01
  • 159: a3_tenements_interior_rooftop_scary_01
  • 160: a3_tenements_interior_rooftop_open_area_01
  • 161: a3_tenements_interior_rooftop_scary_hallway
  • 162: a3_hotel_rooftop_attic
  • 163: a3_tenements_interior_rooftop_scary_multilevel_room
  • 164: a3_tenements_interior_rooftop_scary_puzzle_room
  • 165: a3_tenements_exterior_combine_bridge
  • 166: a3_tenements_warehouse
  • 167: a3_tenements_subterranean_01
  • 168: a3_station_street_greenhouse
  • 169: a3_tenements_subterranean_tall_room
  • 170: a3_station_street_sub_basement
  • 171: a3_station_street_ext_base
  • 172: a3_station_street_ext
  • 173: a3_station_street_int_ext_transition
  • 174: a3_station_street_vents
  • 175: a3_station_street_lights
  • 176: a3_underground_pit_basement
  • 177: a3_underground_pit_subbasement_base
  • 178: a3_underground_pit_subbasement
  • 179: a3_underground_pit_ext_base
  • 180: a3_underground_pit_ext
  • 181: a3_underground_pit_int_ext_transition
  • 182: a3_underground_pit_hotel_int
  • 183: a3_tenements_warehouse_int_base
  • 184: a3_tenements_warehouse_hall_base
  • 185: a3_tenements_c17_skylight_base
  • 186: a3_tenements_warehouse_int
  • 187: a3_hotel_street_exterior
  • 188: a3_hotel_street_main
  • 189: a3_distillery_exterior
  • 190: a3_distillery_main
  • 191: a3_distillery_tunnels
  • 192: antlion_caves_main
  • 193: a4_c17_antlions_start
  • 194: a4_c17_antlions_main_01
  • 195: a4_c17_antlions_spillway_ext
  • 196: a4_c17_antlions_int_ext_transition
  • 197: a4_c17_ext_base
  • 198: a4_c17_antlions_ext_city
  • 199: a4_tanker_yard_main
  • 200: a4_c17_antlions_main_02
  • 201: a4_water_tower_main
  • 202: a4_water_tower_exterior_tower
  • 203: a4_water_tower_end_building
  • 204: a4_water_tower_post_collapse
  • 205: a5_strider_debris_and_destruction
  • 206: a5_strider_building_traincar_base
  • 207: a5_strider_building_subterranean_01
  • 208: a5_strider_building_subterranean_traincar
  • 209: a5_strider_building_02_debris_and_destruction
  • 210: a5_strider_building_02_subterranean_01
  • 211: a5_strider_building_03_subterranean_01
  • 212: a5_strider_building_subterranean_02
  • 213: a5_strider_building_interior_base
  • 214: a5_strider_building_interior_01
  • 215: a5_strider_building_interior_02
  • 216: a5_strider_building_interior_03
  • 217: a5_strider_building_interior_04
  • 218: a5_strider_building_interior_05
  • 219: a5_strider_interior_exterior_01
  • 220: a5_strider_falling_debris
  • 221: a5_vault_start
  • 222: a5_vault_end_hallway
  • 223: a5_ending_start
  • 224: a5_ending_garage
  • 225: a5_ending_space
  • PLAYING DEBUG SOUNDSCAPE: -1 []
  • CURRENT SOUNDSCAPE: 131 [a2_train_yard_main]

Navigate to the different World Maps

map startup
map a1_intro_world
map a1_intro_world_2
map a2_quarantine_entrance
map a2_pistol
map a2_hideout
map a2_headcrabs_tunnel
map a2_drainage
map a2_train_yard
map a3_station_street
map a3_hotel_lobby_basement
map a3_hotel_underground_pit
map a3_hotel_interior_rooftop
map a3_hotel_street
map a3_c17_processing_plant
map a3_distillery
map a4_c17_zoo
map a4_c17_tanker_yard
map a4_c17_water_tower
map a4_c17_parking_garage
map a5_vault
map a5_ending

CORRESPONDENCE OF CHAPTERS, SCENES, AND SOUNDSCAPES

CHAPTER #1: ENTANGLEMENT

map a1_intro_world

  • 83: a1_intro_rooftop_main
  • 84: a1_intro_street_level_main
  • 85: a1_intro_street_level_main_02
  • 84: a1_intro_street_level_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a1_intro_rooftop_main setpos -246.9437 1931.6210 250.9993
  • 1: a1_intro_street_level_main setpos 1161.1847 -941.4429 -346.0276
  • 2: a1_intro_street_level_main_02 setpos 463.5563 -1925.5432 -348.7500
  • 3: a1_intro_street_level_main setpos 901.1166 -1894.5925 -357.2500

map a1_intro_world_2

  • 88: a1_intro_02_bad_side_of_town
  • 88: a1_intro_02_bad_side_of_town
  • 89: a1_intro_02_lab

-------- SOUNDSCAPE ENTITIES -----

  • 0: a1_intro_02_bad_side_of_town setpos -1285.2502 2315.4390 -88.2598
  • 1: a1_intro_02_bad_side_of_town setpos -1727.6705 306.9102 128.7030
  • 2: a1_intro_02_lab setpos setpos -1708.0000 132.0000 106.0000

CHAPTER #2: THE QUANRANTINE ENTRANCE

map a2_quarantine_entrance

  • 110: quarantine_outside
  • 111: quarantine_basement
  • 110: quarantine_outside

-------- SOUNDSCAPE ENTITIES -----

  • 0: quarantine_outside setpos -826.6626 2454.5830 497.3448
  • 1: quarantine_basement setpos -1193.0000 2508.1069 286.0000
  • 2: quarantine_outside setpos -1086.7799 2627.9114 439.2701

map a2_pistol

  • 98: a2_pistol_main
  • 99: a2_pistol_main_traincar
  • 99: a2_pistol_main_traincar
  • 98: a2_pistol_main
  • 99: a2_pistol_main_traincar
  • 98: a2_pistol_main
  • 99: a2_pistol_main_traincar
  • 98: a2_pistol_main
  • 98: a2_pistol_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a2_pistol_main setpos 951.5523 437.3911 372.1215
  • 1: a2_pistol_main_traincar setpos 726.1836 649.6314 374.5619
  • 2: a2_pistol_main_traincar setpos 197.2832 982.7780 441.7150
  • 3: a2_pistol_main setpos 197.3027 1044.0883 444.2889
  • 4: a2_pistol_main_traincar setpos -1104.2737 969.9274 429.7834
  • 5: a2_pistol_main setpos -1011.8154 1052.6615 394.6763
  • 6: a2_pistol_main_traincar setpos -1800.0000 896.3640 420.0000
  • 7: a2_pistol_main setpos -1902.7910 897.5307 387.1283
  • 8: a2_pistol_main setpos 473.1160 664.4908 374.1654

map a2_hideout

  • 105: a2_hideout_puzzle_room
  • 104: a2_hideout_main
  • 106: a2_hideout_puzzle_sanctum
  • 104: a2_hideout_main
  • 105: a2_hideout_puzzle_room
  • 104: a2_hideout_main
  • 104: a2_hideout_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a2_hideout_puzzle_room setpos 889.3718 575.5751 -63.5523
  • 1: a2_hideout_main setpos -699.0000 -457.0000 -228.0000
  • 2: a2_hideout_puzzle_sanctum setpos -684.6295 -630.0000 -244.7333
  • 3: a2_hideout_main setpos 1028.4414 604.3608 -80.7970
  • 4: a2_hideout_puzzle_room setpos -394.0000 593.0000 -168.0000
  • 5: a2_hideout_main setpos -528.0000 596.0000 -171.8268
  • 6: a2_hideout_main setpos 1150.5820 1872.1678 47.1573

CHAPTER #3: IS OR WILL BE

map a2_headcrabs_tunnel

  • 129: a2_headcrabs_tunnel_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a2_headcrabs_tunnel_main setpos 2186.2222 1926.3510 -62.0879

map a2_drainage

  • 130: a2_drainage_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a2_drainage_main setpos 4012.7549 -3165.6392 242.4366

map a2_train_yard

  • 131: a2_train_yard_main
  • 132: a2_train_yard_post_crash

-------- SOUNDSCAPE ENTITIES -----

  • 0: a2_train_yard_main setpos 1485.3621 -1786.7152 61.8798
  • 1: a2_train_yard_post_crash setpos 72.4312 4059.9707 84.0000

CHAPTER #4: SUPERWEAPON

map a3_station_street

  • 172: a3_station_street_ext
  • 167: a3_tenements_subterranean_01
  • 173: a3_station_street_int_ext_transition
  • 167: a3_tenements_subterranean_01
  • 170: a3_station_street_sub_basement
  • 170: a3_station_street_sub_basement
  • 167: a3_tenements_subterranean_01
  • 167: a3_tenements_subterranean_01
  • 167: a3_tenements_subterranean_01
  • 168: a3_station_street_greenhouse
  • 167: a3_tenements_subterranean_01

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_station_street_ext setpos 1830.0000 176.0000 172.0000
  • 1: a3_tenements_subterranean_01 setpos 1456.0000 320.0000 -98.0000
  • 2: a3_station_street_int_ext_transition setpos 1440.0000 688.0000 -96.0000
  • 3: a3_tenements_subterranean_01 setpos 1102.5895 384.1741 -442.4067
  • 4: a3_station_street_sub_basement setpos 1149.5500 379.8351 -444.0106
  • 5: a3_station_street_sub_basement setpos 1617.2476 -269.5775 -452.1800
  • 6: a3_tenements_subterranean_01 setpos 1686.6943 -264.1029 -447.8811
  • 7: a3_tenements_subterranean_01 setpos 2077.0659 973.9504 -336.8791
  • 8: a3_tenements_subterranean_01 setpos 1659.3900 1075.6315 -453.9983
  • 9: a3_station_street_greenhouse setpos 851.7420 1927.9301 102.0000
  • 10: a3_tenements_subterranean_01 setpos 859.4509 1927.1720 -162.0000

CHPAPTER #5: THE NORTHERN STAR

map a3_hotel_lobby_basement

  • 138: a3_tenements_interior_01
  • 141: a3_tenements_basement
  • 142: a3_tenements_subbasement
  • 141: a3_tenements_basement
  • 138: a3_tenements_interior_01

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_tenements_interior_01 setpos 1245.9622 -1452.7301 224.2300
  • 1: a3_tenements_basement setpos 1453.5210 -1588.6870 46.3401
  • 2: a3_tenements_subbasement setpos 1208.0000 -1622.0474 -41.7569
  • 3: a3_tenements_basement setpos 1197.8564 -1796.6942 -46.9322
  • 4: a3_tenements_interior_01 setpos 1604.0708 -1586.4360 234.0000

map a3_hotel_underground_pit

  • 174: a3_station_street_vents
  • 175: a3_station_street_lights
  • 176: a3_underground_pit_basement
  • 177: a3_underground_pit_subbasement_base
  • 182: a3_underground_pit_hotel_int

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_underground_pit_subbasement setpos 1460.2480 -1213.3641 -78.4515
  • 1: a3_underground_pit_int_ext_transition setpos 2199.5522 -1146.5829 -252.2897
  • 2: a3_underground_pit_subbasement setpos 2199.5547 -1146.5800 -316.6973
  • 3: a3_underground_pit_int_ext_transition setpos 1932.7244 -1325.2600 595.6675
  • 4: a3_underground_pit_hotel_int setpos 1933.5260 -1413.0270 583.9707

map a3_hotel_interior_rooftop

  • 158: a3_tenements_interior_rooftop_base_01
  • 163: a3_tenements_interior_rooftop_scary_multilevel_room
  • 161: a3_tenements_interior_rooftop_scary_hallway
  • 160: a3_tenements_interior_rooftop_open_area_01
  • 158: a3_tenements_interior_rooftop_base_01
  • 160: a3_tenements_interior_rooftop_open_area_01
  • 158: a3_tenements_interior_rooftop_base_01
  • 158: a3_tenements_interior_rooftop_base_01
  • 161: a3_tenements_interior_rooftop_scary_hallway
  • 163: a3_tenements_interior_rooftop_scary_multilevel_room
  • 164: a3_tenements_interior_rooftop_scary_puzzle_room
  • 162: a3_hotel_rooftop_attic
  • 162: a3_hotel_rooftop_attic
  • 164: a3_tenements_interior_rooftop_scary_puzzle_room

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_tenements_interior_rooftop_base_01 setpos 1761.8070 -1805.6398 347.0625
  • 1: a3_tenements_interior_rooftop_scary_multilevel_room setpos 2145.8210 -1973.8353 593.6542
  • 2: a3_tenements_interior_rooftop_scary_hallway setpos 2135.1973 -1723.2245 556.0392
  • 3: a3_tenements_interior_rooftop_open_area_01 setpos 1156.9696 -1600.8489 587.8238
  • 4: a3_tenements_interior_rooftop_base_01 setpos 1158.5568 -1360.0475 489.8517
  • 5: a3_tenements_interior_rooftop_open_area_01 setpos 980.7670 -1307.0194 575.2239
  • 6: a3_tenements_interior_rooftop_base_01 setpos 1129.6346 -1295.9917 579.6689
  • 7: a3_tenements_interior_rooftop_base_01 setpos 1164.8625 -1582.2628 432.5005
  • 8: a3_tenements_interior_rooftop_scary_hallway setpos 1143.7515 -1594.1564 711.6956
  • 9: a3_tenements_interior_rooftop_scary_multilevel_room setpos 2376.2344 -2493.9956 859.9410
  • 10: a3_tenements_interior_rooftop_scary_puzzle_room setpos 2131.3767 -2496.6636 862.8359
  • 11: a3_hotel_rooftop_attic setpos 2317.7322 -1487.5432 874.9108
  • 12: a3_hotel_rooftop_attic setpos 1888.0000 -1718.4901 886.7985
  • 13: a3_tenements_interior_rooftop_scary_puzzle_room setpos 1887.0000 -1763.0000 887.0000

map a3_hotel_street

  • 188: a3_hotel_street_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_hotel_street_main setpos 2334.0339 -1448.0000 722.4436

CHAPTER #6: ARMS RACE

map a3_c17_processing_plant

  • 154: a3_c17_processing_plant_start
  • 155: a3_c17_processing_plant_construction
  • 154: a3_c17_processing_plant_start
  • 155: a3_c17_processing_plant_construction
  • 156: a3_c17_processing_plant_post_construction

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_c17_processing_plant_start setpos 338.0000 -1588.0000 950.0000
  • 1: a3_c17_processing_plant_construction setpos -112.0000 -2640.0000 296.0000
  • 2: a3_c17_processing_plant_start setpos -160.0000 -2632.0000 288.0000
  • 3: a3_c17_processing_plant_construction setpos 622.1422 -3631.3584 430.6714
  • 4: a3_c17_processing_plant_post_construction setpos 619.1238 -3696.0000 442.1180

CHAPTER #7: JEFF

map a3_distillery

  • 190: a3_distillery_main
  • 191: a3_distillery_tunnels
  • 190: a3_distillery_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a3_distillery_main setpos 1067.1455 -513.2676 366.0000
  • 1: a3_distillery_tunnels setpos 269.8747 1267.8193 386.0000
  • 2: a3_distillery_main setpos 277.9706 1272.9036 521.1191

CHAPTER #8: CAPTIVITY

map a4_c17_zoo

  • 194: a4_c17_antlions_main_01

-------- SOUNDSCAPE ENTITIES -----

  • 0: a4_c17_antlions_main_01 setpos 7381.7866 -3757.8403 70.1117
  • 1: a4_c17_antlions_main_01 setpos 7669.6934 -3652.6470 64.0000

CHAPTER #9: REVELATIONS

map a4_c17_tanker_yard

  • 199: a4_tanker_yard_main

-------- SOUNDSCAPE ENTITIES -----

  • 0: a4_tanker_yard_main setpos 7168.1079 2478.4607 -56.0000

CHAPTER #10: BREAKING & ENTERING

map a4_c17_water_tower

  • 201: a4_water_tower_main
  • 201: a4_water_tower_main
  • 202: a4_water_tower_exterior_tower
  • 202: a4_water_tower_exterior_tower
  • 203: a4_water_tower_end_building

-------- SOUNDSCAPE ENTITIES -----

  • 0: a4_water_tower_main setpos 3752.0000 5976.0000 28.0000
  • 1: a4_water_tower_main setpos 2630.7122 6577.8037 330.3897
  • 2: a4_water_tower_exterior_tower setpos 2848.0000 5824.0000 368.0000
  • 3: a4_water_tower_exterior_tower setpos 2846.2554 5840.0000 840.0000
  • 4: a4_water_tower_end_building setpos 2520.0000 5434.5171 840.0000

map a4_c17_parking_garage

  • 210: a5_strider_building_02_subterranean_01

-------- SOUNDSCAPE ENTITIES -----

  • 0: a5_strider_building_02_subterranean_01 setpos -946.0000 -870.0000 944.2299

CHAPTER #11: POINT EXTRACTION

map a5_vault

  • 221: a5_vault_start
  • 222: a5_vault_end_hallway

-------- SOUNDSCAPE ENTITIES -----

  • 0: a5_vault_start setpos -1840.0507 2926.2737 33.4780
  • 1: a5_vault_end_hallway setpos -2069.1060 -753.7238 198.5536

map a5_ending

  • 223: a5_ending_start
  • 224: a5_ending_garage
  • 224: a5_ending_garage
  • 225: a5_ending_space

-------- SOUNDSCAPE ENTITIES -----

  • 0: a5_ending_start setpos -64.0000 -144.5237 -2405.1133
  • 1: a5_ending_garage setpos 821.1732 725.2338 -228.1146
  • 2: a5_ending_garage setpos 798.3550 -3821.6301 -220.1146
  • 3: a5_ending_space setpos 800.0000 2673.1201 -338.5222

MISC VConsole commands from other Source1 and Source2 games - some may or may not work

mat_wireframe 3 r_drawclipbrushes 1 or 2 showtriggers_toggle mat_fullbright 3 2 1 0 developer 1 impulse 106 mat_fullbright 1 notarget vcollide_wireframe 1 - phys_showactive 1 status developer 2 r_drawlightinfo 1 r_drawclipbrushes 2 showtriggers_toggle nav_edit 1 bot_show battlefront 1 bot_show_occupy_time 1

HL:A Using Mouse & Keyboard -- Additional *.dll that has additional non-VR interaction commands for devs

you can use this mod to explore HLA in flatscreen (i know it's awful) but it makes exploration of levels super easy

Installation video for HLNONVR https://www.youtube.com/watch?v=xsWK7gswv60&feature=youtu.be

Hex Editor to edit the copied hlvr.exe file

https://mh-nexus.de/en/hxd/

Playing without VR

https://www.youtube.com/watch?v=5HUGaJjP9AI

Use a Command Prompt to Launch hlnonvr.exe with Vconsole options

cd C:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\game\bin\win64

hlnonvr.exe -vconsole -console -w 1920 -h 1080

Hit Backslash/~ to launch VConsole

Enable cheats

sv_cheats 1

No clip

noclip

Change speed of locomotion

sv_maxspeed 100

Very cinematic

sv_maxspeed 5

Change Field of View of Screen

fov_desired 120

How to Play Half-Life without VR

https://www.youtube.com/watch?v=9tOQIWZraks&t=412s

Directory of keyboard shortcuts

C:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\game\hlvr\cfg\user_keys_default.vcfg

Console Command List from Valve for Source1

Valve's orignal, but incomplete documenation for the VConsole commands in Source1.

There are a lot of new commands in Source2 & with the release of HL:A https://developer.valvesoftware.com/wiki/Console_Command_List

Installing the Half Life Alyx SDK to create maps and mods for Half-Life: Alyx

SDK installation Video

https://www.youtube.com/watch?v=338OCffvyzc

SDK Source & installation

https://github.com/thenayr/Half-Life-Alyx-SDK

Valve Resource Format (VRF) tool for extracting Half-Life VPK files

https://vrf.steamdb.info/

.FGD files for Hammer:

https://github.com/gvarados1/Half-Life-Alyx-FGD

The Main maps are in a compiled vmap format (*.vmap_c)

Currently there isn't a way to decompile the core HL:A *.vmap_c map files or at least view all or part of it in Hammer. I got the response from the Half-Life Discord of "no one has successfully managed to decompile it as of yet"

Maps of City 17 from Reddit

https://www.reddit.com/r/HalfLife/comments/fxtkak/a_map_of_alyxs_city_17_fixed_vault_now_in_the/

https://i.redd.it/95zkyt880tr41.jpg

HL2 Map

https://screenshots.gamebanana.com/img/ss/wips/5c40d638936c1.jpg

Render of Hologram map in Half-Life: Alyx

https://www.reddit.com/r/HalfLife/comments/ft89yx/loading_map_hologram_render/

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