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...") |
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{{ | {{CD|???|base=CPropVehicle}} | ||
{{ | {{this is a|model entity|name=prop_vehicle_mp|game=Synergy}} | ||
<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.}} | ||
Line 18: | Line 19: | ||
==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
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prop_vehicle_mp
is a model entity available in 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:- 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:
Half-Life 2: Episode One only:
choreo_vehicle.txt
choreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:
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_sin:
sincar.txt
/sincar_pit.txt
(only in)
- p3_vehicle_segway:
segway.txt
(only in)
- prop_vehicle_airboat:
- 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 <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 <float >
- Attack2Axis <float >
- !activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of theattack
/attack2
buttons (can only be 0 or 1). Also called when the player exits the vehicle.