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Half-Life: Alyx/Unused Weapons

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This is a sub-page of Half-Life: Alyx.

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Unused Weapons

Tripmine

There is a version of the tripmine referred internally as item_hlvr_weapon_tripmine that can be placed on a wall by a player. It was created specifically to be used by the player because it will not spawn properly if placed on a wall in the editor. The item appears to be somewhat incomplete; it features a hole where the unlocking mechanism should be, the claws emit a latching sound but lack any animations, and the visuals for the hologram when placing the mine are unfinished. Additionally, the item lacks its own icon, causing the game to default to displaying a syringe icon in the spectator HUD.

HLA CutMinePicture.png

As mentioned in the developer commentary track about mines and puzzles, the developers talk about playing with the idea of letting players redeploy mines, but it was ultimately scrapped.

Developer Commentary TF2 InfoSpeech.png Transcript:
"[...] We also experimented with allowing defused mines to be removed and redeployed by the player, but we hadn't designed enough combat scenarios around this mechanic for it to be satisfying in practice, so this was left out of the final game."

Flashlight

A Combine-themed flashlight titled "vr_flashlight.vmdl" can be found in the files, resembling a more traditional handheld flashlight, unlike the final version which is mounted on top of the hand. Since it uses the "weapon" prefix, it was likely a separate item that had to be equipped instead of being available at all times. Developer commentary mentions that dual-wielding was tested but felt clunky, and since this flashlight is only referenced in the personal developer folders for test maps, it might date back to that phase of development.

HLA Flashlight1.png HLA Flashlight2.png

Radio

There are leftover references for an item called item_hlvr_weapon_radio, and the materials for the model call the path props/max/walkietalkie. The model being referenced doesn't exist in the final game, resulting in an error model showing in its place.

HalfLifeAlyxWalkieTalkie.png

Roller Mines

There are several unused audio files referencing a weapon called "weapon_roller_mine". These include callouts from Combine soldiers regarding hacked roller mines, as well as reactions to being electrocuted.

Half-Life 2 Weapons

In the previously mentioned NOVR mode, it is possible to spawn all of the Half-Life 2 weapons. They were most likely ported to Source 2 to test interactions with the environment and enemies.

Sticky Granade

A flag for a grenade type called "item_hlvr_grenade_remote_sticky". Given the name, it would likely stick to walls and could be detonated remotely. It uses the Half-Life 2 helicopter bomb model.

Slingshot

A leftover flag called "item_hlvr_weapon_grabbity_slingshot", an item for the Gravity gloves that would allow you to launch objects, similar to the Gravity Gun.

Unused Upgrades

Guided Missile

In the files are two leftover flags for upgrades, titled "item_hlvr_weaponmodule_guidedmissle" and "item_hlvr_weaponmodule_guidedcluster" along with many effects for explosions under similar names.

Auto-Aim

Inside the dev/vgui/materials/hud folder, are assets for a material called "autoaim", alongside a texture representing a scope locking onto a target.
It's possible this was part of the aforementioned Guided Missile upgrade.

"Zap" Attachment

An upgrade attachment for Alyx's pistol, though very little information is available about it, the files include an unfinished model named "vr_alyxgun_attach_zap". Based on its name, it may have been intended to grant some form of electrical ability.

HLA AttachZap2.png HLA AttachZap1.png

Energy Ball

Alyx's gun has a unused model for an upgrade called "pistol_energyball_upgrade", which likely would have functioned similarly to the alternate fire of the Pulse Rifle in Half-Life 2.

HLA CutEnergyBall.png

Flechette

"flechette_upgrade" and "flechette_upgrade_hand" are two models of some type of device encased in a plastic cover. The first model includes a serial number, both models feature an animation where the plastic expands. They share a similar shape and appear to be named after the combustive ammunition used by Hunters in Half-Life 2: Episode Two.

HLA flechette 1.png

HLA flechette 2.png

Weapon Modules

There are numerous flags associated with items labeled "Weapon Modules," which seem to represent an early iteration of the upgrade system. Based on their functionality, these modules appear to work as power-ups that enhance the stats of all weapons collectively, rather than being limited to a single firearm.

Rapid Fire

Internally referred as "item_hlvr_weaponmodule_rapidfire", given its name, this module probably would have made weapons shoot faster.

HLA rapidfire module.gif

Ricochet

Referred internally as "item_hlvr_weaponmodule_ricochet", a weapon module that most likely would allow bullet shots to bounce off walls.

HLA Ricochet module.gif

Snark

A weapon module that may have been used to deploy snarks, like in the original Half-Life. It uses the same model as the snark at the beginning of the game.