Vehicle viewcontroller: Difference between revisions
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{{CD|CPropVehicleViewController|file1=vehicle_viewcontroller.cpp}} | |||
==Keyvalues== | {{This is a|model entity|name=vehicle_viewcontroller}} It's a vehicle hack to control player view. | ||
==Inputs== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV BaseDriveableVehicle}} | |||
== Inputs == | |||
{{I|ForcePlayerIn|param=string|Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports.}} | |||
==Outputs== | {{I|ForcePlayerOut|param=void|Force the player out of the vehicle.}} | ||
{{I BaseDriveableVehicle|base=1}} | |||
[[Category:Entities]] | |||
== Outputs == | |||
{{O BaseDriveableVehicle}} | |||
[[Category:GUI Entities]] | |||
[[Category:Vehicle Entities]] | |||
[[Category:Camera]] | |||
[[Category:Vehicles]] | |||
Latest revision as of 21:59, 27 October 2025
| CPropVehicleViewController |
vehicle_viewcontroller is a model entity available in all
Source games. It's a vehicle hack to control player view.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
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.txtchoreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:choreo_vehicle_ep2_barn1.txtchoreo_vehicle_ep2_hangar.txtchoreo_vehicle_ep2_intro.txtchoreo_vehicle_ep2_Outland_02.txtchoreo_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
- ForcePlayerIn <string>
- Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports.
- ForcePlayerOut <void>
- Force the player out of the vehicle.
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/+attack2key.
- AttackAxis <float>
- Attack2Axis <float>
- !activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of theattack/attack2buttons (can only be 0 or 1). Also called when the player exits the vehicle.