Prop vehicle: Difference between revisions
		
		
		
		
		
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| Kestrelguy (talk | contribs) m (added language bar. also some formatting.) | m (Classifying as model entity) | ||
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| {{lang|Prop vehicle}} | {{lang|Prop vehicle}} | ||
| {{ | {{Ent not in fgd}} | ||
| {{CD|CPropVehicle|file1=vehicle_base.cpp}} | |||
| {{this is a|model entity|name=prop_vehicle}} It is a [[Vehicles (modeling)|vehicle model]] that can be driven via [[input]]s. | |||
| __NOTOC__ | |||
| == Flags == | == Flags == | ||
| {{fl|1|Always Think (Run physics every frame)|since={{hl2ep1}}}} | {{fl|1|Always Think (Run physics every frame)|since={{hl2ep1}}}} | ||
| == Keyvalues == | |||
| {{KV Targetname}} | |||
| {{KV BaseVehicle}} | |||
| == Inputs == | == Inputs == | ||
| {{ | {{I|Steer|Steer the vehicle +/-1|param=float}} | ||
| {{I|Throttle|Throttle +/-1|param=float}} | |||
| {{ | {{I BaseVehicle}} | ||
| == See also == | |||
| == See  | |||
| * {{ent|prop_vehicle_driveable}} — A player-drivable vehicle. | * {{ent|prop_vehicle_driveable}} — A player-drivable vehicle. | ||
| * [[Vehicles (modeling)]] — An article on how to create a vehicle model. | * [[Vehicles (modeling)]] — An article on how to create a vehicle model. | ||
| [[Category:Prop entities|vehicle]] | |||
Latest revision as of 04:34, 19 May 2025

 
|  Class hierarchy | 
|---|
| CPropVehicle | 
|  vehicle_base.cpp | 
prop_vehicle  is a   model entity  available in all  Source games. It is a vehicle model that can be driven via inputs.
 Source games. It is a vehicle model that can be driven via inputs.
Flags
- Always Think (Run physics every frame) : [1] (in all games since  ) )
Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
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: Half-Life 2: Episode One only:
- choreo_vehicle.txt
- choreo_vehicle_ep1_dogintro.txt
 Half-Life 2: Episode Two only: 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
- Steer <float>
- Steer the vehicle +/-1
- Throttle <float>
- Throttle +/-1
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.
See also
- prop_vehicle_driveable — A player-drivable vehicle.
- Vehicles (modeling) — An article on how to create a vehicle model.






























