Prop vehicle mp: Difference between revisions

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(Created page with "{{wrongtitle|title=prop_vehicle_mp}} {{Synergy}} '''prop_vehicle_mp''' is a point entity available in Synergy. A drivable, multi-passenger vehicle. <gallery widths="200px...")
 
m (Classifying as model entity)
 
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{{wrongtitle|title=prop_vehicle_mp}}
{{CD|???|base=CPropVehicle}}
{{Synergy}} '''prop_vehicle_mp''' is a [[point entity]] available in [[Synergy]].
{{this is a|model entity|name=prop_vehicle_mp|game=Synergy}}
A drivable, multi-passenger vehicle.
 
<gallery widths="200px">
<gallery mode=nolines widths="200px">
File:Synergy van skins.gif|<code>models\vehicles\7seatvan.mdl (Click to view Skins)</code>
File:Synergy van skins.gif|<code>models\vehicles\7seatvan.mdl (Click to view Skins)</code>
File:Synergy truck.jpg|<code>models\vehicles\8seattruck.mdl</code>
File:Synergy truck.jpg|<code>models\vehicles\8seattruck.mdl</code>
File:Synergy buggy.jpg|<code>models\vehicles\buggy_p2.mdl</code>
File:Synergy buggy.jpg|<code>models\vehicles\buggy_p2.mdl</code>
</gallery>  
</gallery>  
==Keyvalues==
==Keyvalues==
{{KV|VehicleHealth|int|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.}}
{{KV|VehicleHealth|int|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.}}
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==See also==
==See also==
*[[Synergy_Entities]]
*[[Synergy_Entities|Synergy Entity List]]
 
[[Category:Prop entities|vehicle mp]]

Latest revision as of 04:34, 19 May 2025

C++ Class hierarchy
???
CPropVehicle
CBaseProp
CBaseAnimating
CBaseEntity

prop_vehicle_mp is a model entity available in Synergy Synergy.

Keyvalues

VehicleHealth ([todo internal name (i)]) <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:
Scale of action input / framerate (actionScale) <float>
Todo: How fast the vehicle turns/accelerates?


Inputs

BaseDriveableVehicle:
HandBrakeOn
HandBrakeOff
Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
BaseVehicle:
Action <floatRedirectInput/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 <void>
PlayerOff <void>
!activator = the player
!caller = this entity
Player entered/exited the vehicle.
PressedAttack <void>
PressedAttack2 <void>
!activator = !caller = this entity
Player pressed the +attack/+attack2 key.
AttackAxis <floatRedirectOutput/float>
Attack2Axis <floatRedirectOutput/float>
!activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of the attack/attack2 buttons (can only be 0 or 1). Also called when the player exits the vehicle.


See also