Prop vehicle airboat
From Valve Developer Community
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Entity Description
An airboat. (Driveable model.)
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- origin
- <origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
- globalname
- <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 globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- mindxlevel
- <choices> Minimum DX Level
Literal Value Description 0 default (lowest) 70 dx7
- maxdxlevel
- <choices> Maximum DX Level
Literal Value Description 0 default (lowest) 60 dx6
- model
- <studio> World Model (Maximum string length: 128)
- skin
- <integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
- disableshadows
- <boolean> Used to disable dynamic shadow casting from this entity.
- solid
- <choices> Collisions - using other values may give undesired results
Literal Value Description 0 Not Solid 2 Use Bounding Box 6 Use VPhysics
- screenspacefade
- <boolean> The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object onscreen, in pixels. The fademindist value will represent the number of pixels wide covered by the prop when it starts to fade, and the fademaxdist value will represent the *minimum* number of pixels wide covered by the prop when it fades.
- fademindist
- <float> Start Fade Dist/Pixels - Distance at which the prop starts to fade. (-1 = Use fademaxdist.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fademaxdist
- <float> End Fade Dist/Pixels - Max fade distance at which the prop is visible. (0 = Don't fade out.)
Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
- fadescale
- <float> Fade Scale - If you specify a fade in the worldspawn, or if the engine is running under dx7, the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. 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.
- lightingorigin
- <target_destination> Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
- vehiclescript
- <string> Vehicle Script File
Literal Value Description Comment "scripts/vehicles/airboat.txt" Airboat Use prop_vehicle_airboat "scripts/vehicles/apc.txt" APC Use prop_vehicle_apc "scripts/vehicles/apc_npc.txt" NPC Driven APC Use prop_vehicle_apc "scripts/vehicles/crane.txt" Crane Use prop_vehicle_crane "scripts/vehicles/digger.txt" --- "scripts/vehicles/driveway.txt" --- "scripts/vehicles/fastdigger.txt" --- "scripts/vehicles/jetski.txt" Jet Ski "scripts/vehicles/prisoner_pod.txt" Combine Prisoner Transportation Pod Use prop_vehicle_prisoner_pod "scripts/vehicles/reference_vehicle.txt" Modify this to make your own vehicle, or use it alone! "scripts/vehicles/jeep_test.txt" Jeep Use prop_vehicle_jeep "scripts/vehicles/choreo_vehicle.txt" [Episode One Update] Choreographed vehicle Use prop_vehicle_choreo_generic "scripts/vehicles/choreo_vehicle_ep1_dogintro.txt" [Episode One Update] Episode 1 Dog Intro Choreo Use prop_vehicle_choreo_generic "scripts/vehicles/choreo_vehicle_ep2_barn1.txt" [Episode Two Update] Episode 2 Barn Scene Choreo Use prop_vehicle_choreo_generic "scripts/vehicles/choreo_vehicle_ep2_hangar.txt" [Episode Two Update] Episode 2 Hanger Ending Choreo Use prop_vehicle_choreo_generic "scripts/vehicles/choreo_vehicle_ep2_intro.txt" [Episode Two Update] Episode 2 Intro Choreo Use prop_vehicle_choreo_generic "scripts/vehicles/choreo_vehicle_ep2_Outland_02.txt" [Episode Two Update] Episode 2 Choreo Use prop_vehicle_choreo_generic "scripts/vehicles/choreo_vehicle_ep2_playertrapped.txt" [Episode Two Update] Episode 2 Choreo Use prop_vehicle_choreo_generic "scripts/vehicles/jalopy.txt" [Episode Two Update] Episode 2 Jalopy (Charger) Use prop_vehicle_jeep
- actionScale
- <float> Scale of action input / framerate
- VehicleLocked
- <boolean> Starts locked
- EnableGun
- <boolean> Whether the airboat's gun is enabled or disabled.
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Inputs
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- Action <float>
- Set the speed of the action animation
- TurnOn
- Turn on: Start engine & enable throttle
- TurnOff
- Turn off: Stop engine, disable throttle, engage brakes.
- Lock
- Prevent the player from entering or exiting the vehicle.
- Unlock
- Re-allow the player to enter or exit the vehicle.
- HandBrakeOn
- HandBrakeOff
- EnableGun <boolean>
- Enables or disables the airboat gun and associated crosshair.
- StartRotorWashForces
- The airboat will start to be blown around by the helicopter rotor wash.
- StopRotorWashForces
- The airboat will no longer be blown around by the helicopter rotor wash.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- PlayerOn
- Player entered the vehicle.
- !activator = player
- PlayerOff
- Player exited the vehicle.
- !activator = player
- PressedAttack
- Player Pressed attack key
- PressedAttack2
- Player Pressed attack2 key
- AttackAxis <boolean>
- State of attack button. Also called when player exits vehicle
- Attack2Axis <boolean>
- State of attack2 button. Also called when player exits vehicle
