Prop vehicle driveable: Difference between revisions
		
		
		
		
		
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 Bug:In
Bug:In  Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?]
 Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?]
 Note:This entity may not function properly in multiplayer based games. Community-made server plugins are available to make vehicles function properly, listed below.
Note:This entity may not function properly in multiplayer based games. Community-made server plugins are available to make vehicles function properly, listed below.
 Note:Alternatively you can also add
Note:Alternatively you can also add 
		
	
| SirYodaJedi (talk | contribs) No edit summary | MyGamepedia (talk | contribs)   (Bms includes both SP and MP.) | ||
| (5 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
| [[File:jeep.PNG|thumb|right|400px|prop_vehicle_driveable Jeep with passengers in CS:S]] | [[File:jeep.PNG|thumb|right|400px|prop_vehicle_driveable Jeep with passengers in CS:S]] | ||
| {{ent not in fgd|except={{hl2}}}} | |||
| {{this is a|point entity|name=prop_vehicle_driveable}} | {{this is a|point entity|name=prop_vehicle_driveable}} | ||
| {{bug|In {{tf2|2}}, this entity does not function at all. This can be fixed by using a [[VScript]] supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.}} | {{bug|In {{tf2|2}}, this entity does not function at all. This can be fixed by using a [[VScript]] supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.}} | ||
| {{note|This entity may not function properly in multiplayer. Community-made server plugins are available to make vehicles function properly, listed below. | {{note|This entity may not function properly in multiplayer based games. Community-made server plugins are available to make vehicles function properly, listed below. | ||
| {{csgo}} : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo<br> | {{csgo}} : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo<br> | ||
| {{tf2}}{{css}}{{bms}} : https://github.com/Mikusch/source-vehicles<br> | {{tf2}}{{css}}{{bms}} : https://github.com/Mikusch/source-vehicles<br> | ||
| Line 14: | Line 15: | ||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV BaseDriveableVehicle}} | |||
| ==Inputs== | ==Inputs== | ||
| {{I BaseDriveableVehicle}} | |||
| ==Outputs== | ==Outputs== | ||
| {{O BaseDriveableVehicle}} | |||
| == FGD Code == | |||
| Simply open any FGD file ({{code|cstrike.fgd}} for example), and paste this: | |||
| {{Codeblock|<nowiki>@BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle | |||
| [ | |||
| 	vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt" | |||
| 	actionScale(float) : "Scale of action input / framerate" : "1" | |||
| 	// Inputs | |||
| 	input Action(float) : "Set the speed of the action animation" | |||
| 	input TurnOn(void) : "Turn on: Start engine & enable throttle" | |||
| 	input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes." | |||
| 	input Lock(void) : "Prevent the player from entering or exiting the vehicle." | |||
| 	input Unlock(void) : "Re-allow the player to enter or exit the vehicle." | |||
| ] | |||
| @BaseClass base(BaseVehicle) = BaseDriveableVehicle | |||
| [ | |||
| 	VehicleLocked(choices) : "Start locked" : 0 = | |||
| 	[ | |||
| 		0 : "No" | |||
| 		1 : "Yes" | |||
| 	]	 | |||
| 	// Outputs | |||
| 	output PlayerOn(void) : "Player entered the vehicle" | |||
| 	output PlayerOff(void) : "Player exited the vehicle" | |||
| 	output PressedAttack(void) : "Player Pressed attack key" | |||
| 	output PressedAttack2(void) : "Player Pressed attack2 key" | |||
| 	output AttackAxis(string) : "State of attack button [0,1]" | |||
| 	output Attack2Axis(string) : "State of attack2 button [0,1]" | |||
| 	// Inputs | |||
| 	input HandBrakeOn(void) : "Turns the handbrake on" | |||
| 	input HandBrakeOff(void): "Releases the handbrake" | |||
| ] | |||
| @PointClass base(BaseVehicle) studioprop() = prop_vehicle : | |||
| 	"Studiomodel vehicle that can be driven via inputs." | |||
| [ | |||
| 	// Inputs | |||
| 	input Steer(float) : "Steer the vehicle +/-1" | |||
| 	input Throttle(float) : "Throttle +/-1" | |||
| 	spawnflags(flags) = | |||
| 	[ | |||
| 		1 : "Always Think (Run physics every frame)" : 0 | |||
| 	] | |||
| ] | |||
| @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : | |||
| 	"Generic driveable studiomodel vehicle." | |||
| [ | |||
| ] | |||
| </nowiki>}} | |||
| {{Note|Alternatively you can also add {{code|[[halflife2.fgd]]}} into Game Data Files.}} | |||
| ==See also== | ==See also== | ||
| Line 29: | Line 90: | ||
| [[Category:Entities]] | [[Category:Entities]] | ||
| [[Category:Prop entities]] | [[Category:Prop entities|vehicle driveable]] | ||
Latest revision as of 00:24, 14 October 2025

prop_vehicle_driveable  is a   point entity  available in all  Source games.
 Source games.
 Bug:In
Bug:In  Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?]
 Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?] Note:This entity may not function properly in multiplayer based games. Community-made server plugins are available to make vehicles function properly, listed below.
Note:This entity may not function properly in multiplayer based games. Community-made server plugins are available to make vehicles function properly, listed below.
 : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo
 : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo


 : https://github.com/Mikusch/source-vehicles
 : https://github.com/Mikusch/source-vehicles
Entity description
Generic vehicle. (Player driveable model.)
Keyvalues
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: 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
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.
FGD Code
Simply open any FGD file (cstrike.fgd for example), and paste this:
 Note:Alternatively you can also add
Note:Alternatively you can also add halflife2.fgd into Game Data Files.See also
- prop_vehicle_airboat - The HL2 airboat.
- prop_vehicle_jeep - The HL2 buggy.
- prop_vehicle_crane - The HL2 crane.
- prop_vehicle - Input driveable vehicle.




