func_vehicle

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func_vehicle is a brush entity available in the following GoldSrc GoldSrc games or engine branches:
Counter-Strike Counter-StrikeSven Co-op Sven Co-op and Half-Life Half-Life.

Description

An entity that behaves like func_tracktrain coupled with func_traincontrols; however, it moves freely along the world and changes angles according to collision much like a real vehicle, albeit more primitive. This entity uses a unique brush entity to control it, called func_vehiclecontrols.

It was added to Half-Life Half-Life after the 25th Anniversary Update

Keyvalues

First stop target (target) <targetname>
Sound (sounds) <choices>
Choices: 
*<blank>: None
  • 1: Vehicle 1
  • 2: Vehicle 2
  • 3: Vehicle 3
  • 4: Vehicle 4
  • 5: Vehicle 6
  • 6: Vehicle 7
Length of the vehicle (length) <integer>
Default is 256.
Width of the vehicle (width) <integer>
Default is 128.
Height above track (height) <integer>
Default is 4.
Initial speed (startspeed) <integer>
Speed (units per second) (speed) <integer>
Warning.pngWarning:"Things go wrong" if speed is 2000 or greater, according to the FGD.
Damage on crush (dmg) <integer>
Volume (10=loudest) (volume) <integer 0–10>
Default is 10.
Bank angle on turns (bank) <string>
Minimum light level (_minlight) <string>

Targetname:
Name (targetname) <targetname>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
FX Amount (1-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used to control the speed of scrolling textures; see func_conveyor for more information.


Minimum light level (_minlight) <string>

ZHLT:
ZHLT Light Flags (ZHLT 2.2+) (zhlt_lightflags) <choices>
Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
  • 0 : "Default"
  • 1 : "Embedded Fix"
  • 2 : "Opaque (blocks light)"
  • 3 : "Opaque + Embedded fix"
  • 6 : "Opaque + Concave Fix"
Light Origin Target (ZHLT 2.2+) (light_origin) <targetname>
Used to define a target to sample lighting from.
Nonsolid (ZHLT) (zhlt_noclip) <boolean>
Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
Tip.pngTip:Always enable this for func_illusionary; VHLT does not properly strip clipnodes for this entity.
Don't Render (ZHLT 3+) (zhlt_invisible) <boolean>
Treat all faces as if they were textured with NULL.
Tip.pngTip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
Fake Lightmap (VHLT v33+) (zhlt_embedlightmap) <boolean>
Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer.
Icon-Important.pngImportant:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
Downscale Fake Lightmap (VHLT v34+) (zhlt_embedlightmapresolution) <integer>
Downscale texture created by zhlt_embedlightmap this many times.


TexLight:

Texture Light Style (style) <choices>
LRCHLT Texture light additions. These will only work with advanced compiling tools that allow switchable texture lighting.
Note.pngNote:Lighting used by moveable entities will be left behind!
Choices: 
  • <blank>: Normal
  • -3: Switch with TL@name
  • 1 : Flicker A
  • 2 : Slow, strong pulse
  • 3 : Candle A
  • 4 : Fast strobe
  • 5 : Gentle pulse
  • 6 : Flicker B
  • 7 : Candle B
  • 8 : Candle C
  • 9 : Slow strobe
  • 10: Fluorescent flicker
  • 11: Slow pulse, noblack
  • 12: Underwater weird & buggy

Flags

  •  [1] : No Pitch (X-rot)
  •  [2] : No User Control
  •  [8] : Passable