Prop vehicle mp: Difference between revisions
		
		
		
		
		
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 (added class hierarchy,  cleanup)  | 
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{{CD|???|base=CPropVehicle}}  | {{CD|???|base=CPropVehicle}}  | ||
{{this is a|  | {{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>  | ||
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==See also==  | ==See also==  | ||
*[[Synergy_Entities|Synergy Entity List]]  | *[[Synergy_Entities|Synergy Entity List]]  | ||
[[Category:Prop entities|vehicle mp]]  | |||
Latest revision as of 03:34, 19 May 2025
| ??? | 
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.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
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.