

Sk_plr_dmg_pistol # (The numerical value for # is new damage value for pistol) Sk_max_smg1_grenade # (The numerical value for # is new max ammo for SMG grenades) Sk_max_smg1 # (The numerical value for # is new max ammo for submachine gun) Sk_max_rpg_round # (The numerical value for # is new max ammo for RPG) Sk_max_pistol # (The numerical value for # is new max ammo for pistol) Sk_max_grenade # (The numerical value for # is new max ammo for hand grenades) Sk_max_crossbow # (The numerical value for # is new max ammo for crossbow) Sk_max_buckshot # (The numerical value for # is new max ammo for shotgun) Sk_max_ar2_altfire # (The numerical value for # is new max ammo for Pulse Rifle energy orbs)


Sk_max_ar2 # (The numerical value for # is new max ammo for Pulse Rifle) Sk_max_357 # (The numerical value for # is new max ammo for. This was an example of removing a crossbow, that you didn’t want to keep. If you want to remove a certain weapon: ent_remove weapon_crossbow Impulse 101 (Gives you all the non-secret HL2 weapons) Weapon_cubemap Gives you a tool mostly used by level designers Weapon_oldmanharpoon (Works only in HL2: Lost Coast) Weapon_annabelle (A rifle that uses magnum ammo)

Weapon_striderbuster (Works in EP1 or EP2) Weapon_hopwire (Worked in HL2:EP1 before but now only in Portal) Weapon_alyxgun (Pick up the gun to use it) Weapon_stunstick ( Adds 7% suit power instead) Weapon cheatsĮnable cheats and use the “give” command. What a mystery! Why was these not removed? Only valve knows why. Does this mean it is possible to use the sniper as a weapon after all? The answer is no, however both the flaregun and the sniper has been weapons in the beta version of HL2. The flare ammo can’t be picked up, but the sniper ammo can. If you want to remove an item, simply do this commandįollowed by (a space and) the command for that item (entity).
