Prop vehicle driveable: Difference between revisions
		
		
		
		
		
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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 ?]
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 
		
	
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				MyGamepedia (talk | contribs)   (Bms includes both SP and MP.)  | 
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{{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>  | ||
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==Keyvalues==  | ==Keyvalues==  | ||
{{KV BaseDriveableVehicle}}  | |||
==Inputs==  | ==Inputs==  | ||
{{I BaseDriveableVehicle}}  | |||
==Outputs==  | ==Outputs==  | ||
{{O BaseDriveableVehicle}}  | |||
== FGD Code ==  | == FGD Code ==  | ||
Latest revision as of 23:24, 13 October 2025
prop_vehicle_driveable  is a   point entity  available in all 
 Source games.
 : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo
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 : 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: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. 
FGD Code
Simply open any FGD file (cstrike.fgd for example), and paste this:
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.