Overwatch Standard Issue (AR2)
The OSIPR, held by Gordon.
Weapon Type Rifle
Ammo Type AR2 / AR2 Orbs
Damage 8 / Dynamic
Damage Type BULLET
First Found… d1_town_05
Model v_/w_irifle.mdl

Description Convars Keyvalues Flags Other Weapons


weapon_ar2 is the entity name for the "Overwatch Standard Issue Pulse Rifle" or simply, AR2 rifle found in Half-Life2.

Primary Fire: Fires an effective pulse round with moderate recoil.

Secondary Fire: Fires an orb of dark energy that can disintegrate most organic matter in seconds.


  • sk_npc_dmg_ar2 <integer> ( Default: 3 )
    Sets the damage dealt by NPCs with this weapon.
  • sk_plr_dmg_ar2 <integer> ( Default: 8 )
    Sets the damage dealt by the player with this weapon.
  • sk_max_ar2 <integer> ( Default: 60 )
    Sets the amount of spare AR2 ammo the player can carry.
  • sk_max_ar2_altfire <integer> ( Default: 3 )
    Sets the maximum amount of AR2 orbs the player can carry.
  • strider_ar2_altfire_dmg <integer> ( Default: 25 )
    Sets how much damage striders take from AR2 orbs. Doesn't stack with explosives damage you've already caused.
  • sk_weapon_ar2_alt_fire_duration <float> ( Default: 2 )
    Sets how many seconds until a fired AR2 orb collapses.
  • sk_weapon_ar2_alt_fire_mass <integer> ( Default: 150 )
    Sets the physical force that AR2 orbs exert.
  • weapon_ar2_firerate <float> ( Default: 0.1 Min: 0.01 Max: 1 )
    Sets the firing rate of the AR2. The formula is $1 / (RPM / 60)$ where $RPM$ is rounds/minute.
    For example, if you wanted a firing rate of 800 rounds per minute:
    $1 / (800 / 60)$$1 / (13.333333333333333333333333333333)$$0.075$ would be your value.


  • targetname <string>
    Assigns the entity a targetname, used by other entities to refer to this entity. Can be shared by other entities.
  • origin <X Y Z>
    Sets the position of the entity within the world. See Coordinates.
  • angle <X Y Z>
    Sets the angular positioning (Pitch, Yaw, Roll) of the entity.
  • model <string>
    Sets the model of the entity.
  • fademindist <float>
    Sets the distance at which the entity model starts to fade. (0 : use fademaxdist)
  • fademaxdist <float>
    Sets the maximum distance at which the entity model is visible. (0 : don't fade out)
  • fadescale <float>
    The scale factor that gives some control over fading. Using 0 turns off the forced fade values.


Except where noted, flags are OFF by default.

  • 1 : Start constrained. (Prevents model movement)
  • 2 : Reserve for NPC.
  • 4 : Not throwable by the Gravity Gun.

Weapons & Tools

Hand Wpn. Crowbar   •   Golden Crowbar   •   Shovel   •   Soy Beans
Pistol/SMG .357 Magnum   •   Alyxgun   •   9mm Pistol   •   Flare Gun   •    Gauss Gun   •   Grease Gun (M3)   •   H&K MP5   •   H&K MP7 (SMG1)
Assault Wpn. Portable Airboat Gun   •   AK-47   •   Laser Gun   •   Overwatch Standard Issue (AR2)   •   Karabiner 98   •   SPAS-12 Shotgun   •   Dragunov (SVD)
Thrown ANM14 Incendiary   •   Banana Bomb   •   Bug Bait   •   Bug Spawner   •   Frag Grenade   •   Gravity Grenade   •   Vortex Hopwire   •   Trap Hopwire   •   Motion Sensor Bomb   •   Scissors
Ranged Explosive PSP   •   Rocket-Propelled Grenade (RPG)   •   Sticky Bomber   •   Portable Strider Cannon
Other Crossbow   •   Flamethrower   •   Gravity Gun   •   Magic Wand (lstick)   •   Node Maker   •   Physics Gun   •   Physics Launcher
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