
Both modes do the same amount of damage (about as much damage as the retail pistol), but neither mode has any recoil, and both modes are about as accurate as the pistol. The gun has semi-auto and full-auto modes which can be swapped with "secondary attack" button. The viewmodel is glitched due to it using the worldmodel instead, and will block the player's vision frequently. Can only be obtained by typing give weapon_alyxgun in the console (it must be picked up manually after closing the console, as it spawns on the ground). The menu also exists in practically all games that use the "Source 1" engine.Ī number of non-player weapons have varying levels of implementation for player usage. "incrementcvar" " 0 5 10 15" // cvar, followed by the numbers to cycle through

"" // button that cycles through options for a cvar "" // checkbox that toggles a cvar between 1 and 0 "command" "" // console command to execute We’ll let you know more as soon as we have it."" // adds a button that executes a command when clicked No date for when the full mod will launch just yet but, given the quality of the first part of Return to Rapture, there’s reason to be hopeful. Details on how this will work are yet to be revealed but the developer did tease that Bioshock: Infinite’s Broadsider Pistol would be included. Finally there are upscaled textures, cloth physics added to assets from both BioShock and Alyx and, perhaps most interesting of all, new custom weapons. Resin is gone, instead swapped out with the coin system to bring the game closer to an authentic experience. Interactive elements like usable slot machines are also being added, as are new voice actors and even a crafting system for ammo.


You’ll no longer just be fighting Alyx’s usual enemies this mod will give AI to Splicers that can either shoot at you or use melee attacks, whereas Big Daddies will have certain weak spots to exploit.

More importantly, though, iconic enemies like Splicers and, yes, Big Daddies will be fully animated enemies in this installment. Whereas the first chapter featured a decent amount of assets from the original BioShock, Chapter II bumps it up to 3,000.
