"Alyx Injured" - escort mission?

Mahalis

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I've run across an interesting bit of information in the Source SDK that seems to hint at a bit o' story-stuff in Ep2.
The env_global entity - what's used to set various bits of game info, like "super gravity gun enabled", "antlions friendly to player", "Gordon pre-criminal", etc. - has one entry from Episode One, "Episodic - Alyx darkness mode" (presumably what makes her only able to see enemies you've got the flashlight on, as well as staying close to you and occasionally being scared), and one other: "Episode 2: Alyx injured".
I haven't tested to see what it does, if anything - most likely the Ep2 code just isn't there and the flag won't have any effect. But this suggests something to me... you spend part of Ep2 protecting an "injured" Alyx, a la Exit 17 but presumably with better AI.

Thoughts?
 
Nope, just Hammer. Open it using either the HL2 or HL2dm (probably HL2e1 as well, though I haven't tested that either) config, create an env_global, open its properties panel, and look through the list under "Global State to Set". :)
 
It's also possible that was a flag used in a cut part of Ep1.
 
Why would they label a cut part of Episode One "Episode Two: "?
 
Nice find, but ugh I hate having to protect AI's they always get in the line of fire.
 
Alyx is generally smarter than that.
 
I'm hoping her legs get shot and I have to put her on my shoulders :naughty:
 
I'm hoping her legs get shot and I have to put her on my shoulders :naughty:

I hope she gtes shot between the eyes so I no longer have to listen to her pathetic, whiney little voice shouting "Gordon!"

But darn it would ruin the story. :p
 
I hope Gordon dies and you play as Alyx. :D
...joking. Seriously.

Edit - I tried it on a map, seemed just like normal, i noted Alyx seems to escape fighting more frequently with it on.
 
Could it be that she's injured, very weak and unarmed, and we have to escort her to safety?
 
The variable will affect more than just being some mission of escorting here to wherever. That'd be done, I imagine, by leaving her weaponless. These global variables have a larger effect, such as making the Combine non-hostile or, in Ep1, making Alyx shoot at whatever you illuminate.

The "Injured Alyx" bit, I'm fairly certain, will have her unconscious. She's been seen unconscious in two trailer moments - in one, a Vort is carrying her, and the other is with the G-Man looking at/over her unconscious body.

So I don't think you'll be escorting or protecting her, or in any other way dealing with a conscious Alyx for that bit. Maybe something with the Vorts trying to heal Alyx in that missile silo while you have to hold off an assault?
 
You said all it did was cause her to run away on a more common basis, so I'll guess its incomplete. Still, great find.
 
Probally just a bit cuff from ep1, where alyx got injured and then ma medic healed her
 
Valve also did this with tf2. I think there was a reference to a chaingun or sentry gun animation some where in model viewer
 
I'm guessing she'll be in the passenger seat of your buggy and you have to get her somewhere.
 
I'm guessing she'll be in the passenger seat of your buggy and you have to get her somewhere.
Thing is, env_global states are (as far as we know) only used for really big behavior-altering things, like Combine not attacking you on sight ("Gordon pre-criminal"), antlions being your buddies ("Antlions are player allies"), or Alyx only shooting things you've got your flashlight on ("Episodic: Alyx darkness mode"). According to a couple of interviews, the code to let NPCs ride shotgun is already done; IIRC, "you can take any NPC for a ride with you". So riding in the passenger seat is not Alyx-specific or Alyx-injured-ness-specific. I think it's something else.

Maybe something with the Vorts trying to heal Alyx in that missile silo while you have to hold off an assault?
I really like this idea, but for the same reasons, it kind of doesn't fit. We've had Alyx off-camera for battle scenes before - the end of both HL2 and EpOne, for example.
 
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