prop_vehicle_apc

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Contents

Entity Description

A prop_vehicle_apc using its typical models/combine_apc.mdl model.

A Combine APC vehicle with mounted guns, that can be blown up and driven by a vehicle driver or a npc_apcdriver.

It can not be driven by the player, even with a different vehicle script file. (It is "enterable", but that's it. You will just get stuck under the vehicle, facing to the right, and most importantly won't be able to exit the APC again. To prevent the vehicle from being entered, you should set its VehicleLocked (Start locked) keyvalue to Yes.)

The APC should generally be given the models/combine_apc.mdl world model and the scripts/vehicles/apc_npc.txt vehicle script file. To have the APC drive and/or shoot, create an npc_apcdriver and assign the APC to its vehicle (Vehicle to drive) keyvalue.

The wheels of the prop are not solid, but you can prevent the player going through them by immersing them within one or more Player Clip brushes.

Keyvalues

  • BaseDriveableVehicle:

Starts locked <bool>
Players cannot enter vehicle until it is unlocked.

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.
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.
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.
  • missilehint
<target_destination> Name of one or more info_apc_missile_hint entities to use to determine what to hit.

Inputs

  • BaseDriveableVehicle:

HandBrakeOn
HandBrakeOff
Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.

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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • FireMissileAt <target_destination>
A target to fire a missile at
  • Destroy
Causes the APC to blow up.

Outputs

  • BaseDriveableVehicle:

PlayerOn
PlayerOff
Player entered/exited the vehicle. (activator is the player)
PressedAttack
PressedAttack2
Player pressed the +attack/+attack2 key
AttackAxis <bool>
Attack2Axis <bool>
State of attack/attack2 button. Also called when the player exits the vehicle.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnFiredMissile
Fired when the APC shoots a missile.
  • OnDeath
Fired when the APC is killed. (activator is the killer)
  • OnDamaged
Fired when the APC is damaged.
  • OnDamagedByPlayer
Fired when the APC is damaged by the player.
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