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Prop vehicle: Difference between revisions

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m (Classifying as model entity)
 
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{{wrongtitle|title=prop_vehicle}}
{{lang|Prop vehicle}}
 
{{Ent not in fgd}}
== Entity description ==
{{CD|CPropVehicle|file1=vehicle_base.cpp}}
[[Vehicles (modeling)|Vehicle model]] that can be driven via inputs.
{{this is a|model entity|name=prop_vehicle}} It is a [[Vehicles (modeling)|vehicle model]] that can be driven via [[input]]s.
 
__NOTOC__
== Availability ==
== Flags ==
{{in game|point}} {{game-base}}
{{fl|1|Always Think (Run physics every frame)|since={{hl2ep1}}}}
{{in code|class=class_c_prop_vehicle.html CPropVehicle|file=vehicle__base_8cpp-source.html vehicle_base.cpp}}


== Keyvalues ==
== Keyvalues ==
*{{kv BaseVehicle}}
{{KV Targetname}}
 
{{KV BaseVehicle}}
== Flags ==
* {{ep1 add|1 : Always Think (Run physics every frame)}}


== Inputs ==
== Inputs ==
*{{i BaseVehicle}}
{{I|Steer|Steer the vehicle +/-1|param=float}}
*'''Steer <float>'''
{{I|Throttle|Throttle +/-1|param=float}}
:Steer the vehicle +/-1
{{I BaseVehicle}}
*'''Throttle <float>'''
:Throttle +/-1
 
== Outputs ==
*{{o BaseVehicle}}


== See also ==
== See also ==
* [[prop_vehicle_driveable]] - a player drivable vehicle.
* {{ent|prop_vehicle_driveable}} — A player-drivable vehicle.
* [[Vehicles (modeling)]] - a an article on how to create a vehicle model.
* [[Vehicles (modeling)]] — An article on how to create a vehicle model.


[[Category:Entities]]
[[Category:Prop entities|vehicle]]

Latest revision as of 04:34, 19 May 2025

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Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2 FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CPropVehicle
CBaseProp
CBaseAnimating
CBaseEntity
C++ vehicle_base.cpp

prop_vehicle is a model entity available in all Source 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 Half-Life 2: Episode One)

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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:
Scale of action input / framerate (actionScale) <float>
Todo: How fast the vehicle turns/accelerates?


Inputs

Steer <floatRedirectInput/float>
Steer the vehicle +/-1
Throttle <floatRedirectInput/float>
Throttle +/-1
BaseVehicle:
Action <floatRedirectInput/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