prop_vehicle_mp
prop_vehicle_mp is a point entity available in Synergy.
A drivable, multi-passenger vehicle.
Todo: Make a Template:Synergy point and apply it here.
Contents
Keyvalues
- VehicleHealth
(???)
<integer> - How much health this vehicle will have. Once health runs out, the vehicle will no longer be drivable and will explode if the model defines it. Leave at 0 to make it invulnerable to damage.
BaseDriveableVehicle:
- Starts locked
(VehicleLocked)
<boolean> - Players cannot enter vehicle until it is unlocked.
BaseVehicle:
- Vehicle Script File
(vehiclescript)
<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
(only in ) /jeep_test.txt
prop_vehicle_choreo_generic
:- There is also
reference_vehicle.txt
, which you can modify to make your own vehicle or use as-is. prop_vehicle_sin
:sincar.txt
/sincar_pit.txt
(only in )
- Scale of action input / framerate
(actionScale)
<float> - Todo: How fast the vehicle turns/accelerates?
BasePropPhysics:
- Physics Impact Damage Scale
(physdamagescale)
<float> - Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
- Impact damage type
(Damagetype)
<boolean> - If true (1), damage type is sharp and the object can slice others.
- Damaging it Doesn't Push It
(nodamageforces)
<boolean> - Whether damaging the entity applies force to it.
- Scale Factor For Inertia
(inertiascale)
<float> - Scales the angular mass of an object. Used to hack angular damage and collision response. Confirm:Doesn't actually affect inertia?
- Mass Scale
(massscale)
<float> - Multiplier for the object's mass.
- Override Parameters
(overridescript)
<string> - A list of physics keyvalues that are usually embedded in the model. Format is
key,value,key,value,…
.
- Health Level to Override Motion
(damagetoenablemotion)
<integer> - If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- Physics Impact Force to Override Motion
(forcetoenablemotion)
<float> - If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
GMODSandbox:
- Allow Physics Gun
(gmod_allowphysgun)
<boolean> (only in ) - If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
(gmod_allowtools)
<string> (only in ) - If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the
.lua
files of those tools. This also includes the context menu properties!
BaseAnimating:
- Skin
(skin or ModelSkin )
<integer> - Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)
<choices> - Method of collision for this entity.
- Body Group
(body or SetBodyGroup)
<integer> !FGD - Sets the the active
$bodygroup
.
- Model Index
(modelindex)
<short> !FGD - Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes. - Model Scale
(modelscale)
<float> (in all games since ) - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.Warning:Negative or extremely high values can cause crashes!Note:Scale may not appear in Hammer 4.x, but will appear in-game (tested in ). This is fixed in Hammer++.
Animating
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
- Texture Frame
(texframeindex)
<integer> !FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
.
- FX Amount/Transparency (0–255)
(renderamt)
<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
|
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
Effects - Environment
- Disable Shadows
(disableshadows)
<boolean> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- Lighting Origin
(LightingOrigin)
<targetname> - Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin. Lighting Origin Offset(not in ) !FGD(LightingOriginHack)
<targetname>- Deprecated. The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Use Lighting Origin instead. - Disable Flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Makes this entity not cast a shadow from
env_projectedtexture
entities. Identical to EF_NOSHADOWDEPTH.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to
EF_SHADOWDEPTH_NOCACHE
.- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
Miscellaneous
- Glow Backface Multiple
(glowbackfacemult)
<float> (only in ) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
- Move Type
(MoveType)
<choices> (in all games since ) !FGD - Sets a movetype for this entity, which changes its movement behavior.
|
- Collision Group
(CollisionGroup)
<choices> (in all games since ) !FGD - Sets a collision group for this entity, which changes its collision behavior.
|
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD - Silences sounds linked to animations.DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
|
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
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BreakableProp:
- Explosion Damage
(ExplodeDamage)
<float> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius
(ExplodeRadius)
<float> - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted
(puntsound)
<sound> (in all games since ) - Sound to make when punted by gravity gun.
- Break Model Message
(BreakModelMessage)
<string> - "If set, will use this break model message instead of the normal break behavior." Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
Breakable (common):
- Performance Mode
(PerformanceMode)
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt
(minhealthdmg)
<integer> - If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay
(pressuredelay)
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)
<integer> - How close to breaking the object is.
- Maximum Health
(max_health)
<integer> - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)
<float> - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
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. Todo: 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.
Outputs
BaseDriveableVehicle:
PlayerOn
PlayerOff
- Player entered/exited the vehicle. (
!activator
is the player.)
PressedAttack
PressedAttack2
- Player pressed the
+attack
/+attack2
key.
AttackAxis
<boolean>
Attack2Axis
<boolean>- State of the
attack
/attack2
buttons. Also called when the player exits the vehicle.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.