Half-Life: Alyx

Half-Life: Alyx

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Body Holsters
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21 Jan @ 12:26pm
25 Mar @ 3:04pm
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Body Holsters

Description
Body Holsters

Body Holsters is a global addon allowing you to store your weapons directly on your body instead of using the standard weapon selection menu.

This addon is compatible with Scalable Init Support but does not require it.



How To Use

Holstering:

With a weapon equipped in your primary hand, hold your grip button (squeeze the controller gently for Valve Index Knuckles) and move your hand to one of the seven holster slots on your body until you feel a vibration in your controller, then release the grip to holster.

Unholstering:

With an empty primary hand, move your hand to a body slot which has previously had a weapon holstered in it, then press your grip button to unholster and equip.

Slots:

  • Left Hip
  • Right Hip
  • Left Underarm
  • Right Underarm
  • Left Shoulder
  • Right Shoulder
  • Chest



Your weapon switch menu remains fully functional so you can mix your play-style between holsters and menus. Picking a weapon from the menu accidentally will not remove it from its body slot, but placing it into a different slot will remove it from its previous slot.

Console Commands

If you don't know how to use the console, follow this guide: https://steamproxy.net/sharedfiles/filedetails/?id=2040205272



  • body_holsters_visible_weapons
    Default = 0
    Weapons will be visibly attached to the player body when holstered. If enabled when weapons are already holstered, they will have to be reholstered to appear.
    This convar is persistent with your save file.

  • body_holsters_increase_offhand_side_radius
    Default = 1
    Body slots on the non-dominant side of your body will have a slightly larger radius to accommodate for increased reach distance.
    This convar is persistent with your save file.

  • body_holsters_allow_multitool
    Default = 0
    Multitool is allowed to be holstered.
    This convar is persistent with your save file.
    See Known Issues below for important information about this!

  • body_holsters_require_trigger_to_unholster
    Default = 0
    The use button will be required to unholster weapons instead of the grip.
    This convar is persistent with your save file.

  • body_holsters_require_use_to_holster
    Default = 0
    The use button will be required to holster weapons instead of the grip.
    If you are a Quest user this might be required without changing any bindings.
    This convar is persistent with your save file.

  • body_holsters_slot
    Syntax = holsters_slot <name> <x> <y> <z> <radius>
    Allows temporary modification of holster slot properties for debugging purposes, best used in conjunction with holsters_debug to see positions. Any changes will revert on map reload. Leave a comment if you think you've found better slot positions.

    If command is entered without any parameters all slots will be listed in the console.
    If only a name is provided that slot will be listed in the console.

    Parameters X/Y/Z are relative to the player body near the head. Setting 0/0/0 will put the slot at that position near the head. X is forward/backwards, Y is right/left, Z is up/down.

  • body_holsters_debug
    Default = 0
    Draws debug spheres for the holster slots and their states.



Console commands can be set in the launch options for Half-Life: Alyx, just put a hyphen before each name and the value after, e.g. -body_holsters_visible 1

Source Code

GitHub: https://github.com/FrostSource/body_holsters

Known Issues

Due to the way Half-Life: Alyx works, the multitool will fail to function correctly if equipped by some means other than the weapon selection menu. The multitool is not allowed to be holstered by default for this reason.

Maps without a backpack will function incorrectly.

Holstering can be buggy when the head is mismatched from the real life body (looking sideways while facing forwards). There is no easy way to track where the body is relative to the head.

If a map allows the player to have the same custom weapon in more than one weapon slot, holstering both might cause issues.

body_holsters_require_trigger_to_unholster will cause rapidfire weapons to shoot if the trigger is held too long after unholstering.
48 Comments
FlashbackGames 23 hours ago 
I tried all the commands and I still cant holster at all. (I am on the quest 3)
MITSSN 24 May @ 3:19pm 
its not working. cannot holster
PBF Guy 18 May @ 8:35am 
if you do body_holsters_require_use_to_holster 1 and body_holsters_require_trigger_to_unholster 1 it works fine.
Jacob08M 12 May @ 4:19am 
I have the same issue as @s0cr4t1c
i can holster the wepaons but can't unholster them
Scari 9 May @ 5:18pm 
Woah, really? That's cool.
s0cr4t1c 27 Apr @ 9:39pm 
I can holster weapons on Quest 2 with the body_holsters_require_use_to_holster to 1 command, but weapons will not unholster.
FrostEpex  [author] 23 Apr @ 4:47am 
I can't test quest but I had assumed the grip action would be tied to the controller handle button which you have to release.
You can try setting body_holsters_require_use_to_holster to 1
Mitsuha 23 Apr @ 4:41am 
Heya! I've tried loading the mod using my Quest 2! Loaded scalable init, and I feel the vibrations when I grip the gun and place it at the holster location, but it doesn't want to holster huhu
The One Free Man 12 Apr @ 6:24am 
Yeah it'd really only be for the pistol, though I could see a system where you can force the SMG to prematurely eject a cell or something too via a button press.

But yeah, it's just a minor thing I guess. Especially since HL2VR does it too where it's just counting bullets in a bullet "pool" instead of individual mags just like how base HL2 does it, and instead of each mag's ammo being tracked, every mag is just always a full mag until you're down to the last few bullets and the last magazine just has the rest of the bullets in it.
FrostEpex  [author] 12 Apr @ 6:15am 
@The One Free Man
Thanks for the suggestion. I have a working prototype of this for the pistol (only the pistol has partial mags). I can't give an estimate on when the mod will arrive because I'm overhauling the scripting system that all my mods use, but it will be out this year.