Half-Life: Alyx

Half-Life: Alyx

273 ratings
Glorious Gloves
Type: Alyx Addon
File Size
0.366 MB
Jul 30, 2020 @ 12:10pm
Nov 4, 2020 @ 5:48am
9 Change Notes ( view )

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Glorious Gloves

The Glorious Gloves replace the original Gravity Gloves, giving you the power of Half-Life 2's Gravity Gun in the palms of your hands!

This mod depends on the Scalable Init Support addon.

You can reasonably beat ~90% of the original game using only the Glorious Gloves (no guns)!
If you're up for a challenge, you just might be able to beat the whole thing without guns, but you'll need to get very creative :)

See below for a complete feature list and instructions on how to use.

Special thanks to Augusta Butlin for making development possible! And a huge shout-out to the Half-Life: Alyx modding community - if it wasn't for everyone's support and shared willingness to explore an undocumented engine, I never would have been able to navigate how to go about modding with VScript alone.

This is my first mod, so any and all feedback is especially encouraged and greatly appreciated :)

  • Automagically replaces the default Gravity Gloves in any map!

  • Added Levitation
    Keep your hand closed (Grav Glove Lock input action) when you Grabbity an object to levitate it out in front of you
    • Can levitate most heavy physics objects (even some that are too heavy to successfully Grabbity)
    • All objects are kept at a comfortable distance based on size
    • Levitates Manhacks at a nearly-safe distance
    • You can reorient any object you are levitating by grabbing and manipulating it with your free hand (or if it's too heavy then just by pushing it into the desired orientation)

  • Added Punting
    Punch a closed fist (Grav Glove Lock input action) forward/away from you when near an object (tethered or not), or when levitating an object in front of you
    • Includes physics damage, heavier objects do more damage
    • Punt headcrabs directly to knock them back and deal damage!
    • Knocks over antlions; hurts them if they're already knocked!
    • Damage to enemies scales with difficulty!
    • Breaks boards and locks (requires aiming at the centre of the model)
    • Punted explosives and Manhacks explode upon significant impact
    • If you try to punt an object that is out of range, it will still be weakly pushed

  • Improved Grabbity
    Grab (Grav Glove Lock input action) to tether, and pull backward/away from the object to bring it towards you
    • If an object is out of range/too heavy, you can still weakly pull it towards you
    • Restricted tethering to require the action of closing your hand/input
    • Modified grabbity arc to always be vertical
    • Enabled the grabbity-ing of Manhacks
    • Enabled the grabbity-ing of larger, heavier objects
    • Enabled the remote pulling of doors/drawers (requires aiming at the centre of the model)

  • Added relevant haptic feedback
  • Implemented Half-Life 2 Gravity Gun sounds
  • Modular code base to support further community modding :)

This mod is CPU-bound and runs "acceptably" on an AMD Ryzen 5 3600 @ ~3.8 GHz. Too many physics objects in a level will overwhelm the current implementation. In its current state, you may experience performance hits in the Northern Star Hotel and later levels as a result.

This mod's code is available free & open source via a GNU GPL-3.0 License on GitHub[github.com]
Please report any bugs you experience on the project's GitHub!

Notable Bugs / Limitations
  • There are no models for the Glorious Gloves.
  • Phantom ammo will appear after you put a gun away in your inventory, and it can be interacted with using the Glorious Gloves. Still trying to figure out a way to filter this.
  • My approach to enabling Vort Energy is clunky at best; you may experience odd behaviour when near Vort Energy.
  • The ammo/resin counter magically disappears after you go near Vort Energy
  • Grabbing/Levitating/Punting requires you aim at the centre of an object
For a more comprehensive collection of bugs & limitations, please visit the Issues section of the Github page linked above.
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Epic  [author] Jun 21 @ 3:47pm 
Cheers :)
Virik Jun 21 @ 1:54pm 
Ah, okay. That makes more sense now. I didn't realize you wrote the gloves from the ground up as a whole separate mechanic! That's really impressive! Thanks for your quick reply.
Epic  [author] Jun 21 @ 1:21pm 
@Virik - Due to the interconnectedness of the glove behaviours, I chose to remove the Russells altogether and rewrite the code from the ground up, and unfortunately removing the Russells also removed the animated models. There's a lot of moving parts in the original Russells model (claw poses and particles, namely) and I didn't make the time to learn all the intricacies of those systems to get it working consistently before release.

I did hack my way through supporting Vort energy , and a side-effect of the hack is that you see the original Russells when you're in close proximity to Vort energy ; but that’s not exactly useful to us here.

Bringing back the Russells model or supporting custom models is something that I think would be really awesome to see in the future, but I personally can't make any commitments on it at this time. Hope you still enjoy the mod, and don't be afraid to keep sharing your feedback! :lunar2019piginablanket:
Virik Jun 21 @ 12:11pm 
is there anyway for the end user to change the gloves so that they keep the original "Russels" on them?
Fimfilis Apr 20 @ 1:39pm 
i meant the no he
Epic  [author] Apr 11 @ 2:08pm 
Hey Blaze! I was able to use the Glorious Gloves in Return to Rapture 1 on my end without issue. Do you have any other mods enabled? I'm always happy to try and resolve an addon conflict.
Fighting Blaze Apr 11 @ 11:36am 
Does not seem to be working on the Bioshock maps.
Epic  [author] Mar 27 @ 5:48pm 
Just wanted to post an update here that Scalable Init Support has been updated to support mods like Auto Pickup regardless of the order the addons were enabled in. :)
Epic  [author] Mar 26 @ 8:31am 
Okay - thank you for being an active problem-solver and for providing this conflict information! I'll look into if there's a way we can patch out this conflict from within Scalable Init Support (and also verify that the problem is isolated only to Auto Pickup from that list of addons you had active). But in the meantime, if you ever experience compatibility issues definitely report them here, but a good temporary workaround can often be the classic "turning it off and turning it on again" for Scalable Init Support :)
Mr. Blue Mar 26 @ 3:06am 
But, loading my old game now causes it to load loop. The load finishes, pull trigger to start, and it immediately starts loading again. I'm fairly certain thats Sandbox doing that though.