prop_vehicle
From Valve Developer Community
Contents |
Entity description
Vehicle model that can be driven via inputs.
Availability
This point-based entity is available in: all Source games.
In code it is represented by class CPropVehicle, defined in vehicle_base.cpp.
Keyvalues
BaseVehicle:
- Vehicle Script File
<string> - The vehicle script files contained in
scripts\vehicles\define the behaviour and handling of a vehicle. It is important to match the right script to the right entity/model:- prop_vehicle_airboat:
airboat.txt - prop_vehicle_apc:
apc.txt/apc_npc.txt - prop_vehicle_crane:
crane.txt - prop_vehicle_prisoner_pod:
prisoner_pod.txt - prop_vehicle_jeep:
jalopy.txt(New with Orange Box) /jeep_test.txt - prop_vehicle_choreo_generic:
-
choreo_vehicle.txt -
choreo_vehicle_ep1_dogintro.txt -
choreo_vehicle_ep2_barn1.txt -
choreo_vehicle_ep2_hangar.txt -
choreo_vehicle_ep2_intro.txt -
choreo_vehicle_ep2_Outland_02.txt -
choreo_vehicle_ep2_playertrapped.txt
-
- There is also
reference_vehicle.txt, which you can modify to make your own vehicle or use as-is.
- prop_vehicle_airboat:
- Scale of action input / framerate
<float> -
To do: How fast the vehicle turns/accelerates?
prop_static_base:
- Collisions
<choices> - How objects should collide with the prop. "Bounding box" means using QPhysics.
- Not solid
- Use bounding box
- Use VPhysics
- Lighting Origin
<targetname> - An info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
- Disable Vertex lighting
<bool> - Disable Self-Shadowing with vertex lighting
<bool> - Ignore surface normal for computing vertex lighting
<bool> - Tweaks to the manner in which VRAD generates per-vertex lighting.
- Screen Space Fade
<bool> - The method by which the fading distance should be determined.
- Yes: fade "distance" is the size of the object on-screen, in pixels.
- No (default): fade distance is the distance from the camera, in units.
- Start Fade Dist/Pixels
<float> - Normally: distance at which the prop starts to fade (<0 means use End Fade Dist).
- Screen Space Fade mode: width in pixels of the prop when it starts to fade.
- End Fade Dist/Pixels
<float> - Normally: maximum distance at which the prop is visible (0 means don't fade out).
- Screen Space Fade mode: width in pixels of the prop when it finishes fading.
- Fade Scale
<float> - If you specify so in worldspawn, or if the engine is running below DirectX7, props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether.
Studiomodel:
- World Model
<string> - The model this entity should appear as. 128-character limit.
- Skin
<int> - Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
DXLevelChoice:
- Minimum DX Level
<choices> - Maximum DX Level
<choices> - The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
- Default (no bounding)
- DX7
- DX8
- DX8.1
- DX9 SM2
- DX9 SM3
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
Global:
- Global Entity Name
<string> - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
Origin:
- Origin
<origin> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Flags
- 1 : Always Think (Run physics every frame)
Inputs
BaseVehicle:
-
Action <float> - Set the speed of the action animation.
To do: What does this mean?
-
TurnOn - Start engine and enable throttle.
-
TurnOff - Stop engine, disable throttle, engage brakes.
-
Lock -
Unlock - Prevent/allow the player from entering or exiting the vehicle.
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- Steer <float>
- Steer the vehicle +/-1
- Throttle <float>
- Throttle +/-1
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
See also
- prop_vehicle_driveable - a player drivable vehicle.
- Vehicles (modeling) - a an article on how to create a vehicle model.
