Prop vehicle prisoner pod: Difference between revisions

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{{CD|CPropVehiclePrisonerPod|file1=1}}
{{wrongtitle|title=prop_vehicle_prisoner_pod}}
[[File:prop_vehicle_prisoner_pod.jpg|thumb|right|200px|The prisoner pod.]]  
==Entity Description==
{{this is a|model entity|game=Half-Life 2 series|name=prop_vehicle_prisoner_pod}}
Combine prisoner pod that the player can ride in.
Combine prisoner pod that the player can ride in.
==Keyvalues==
==Keyvalues==
* {{kv basedriveablevehicle}}
{{KV Targetname}}
* {{kv parentname}}
{{KV BaseDriveableVehicle}}
 
==Inputs==
==Inputs==
* {{i basedriveablevehicle}}
{{I|Open|Plays the pod's open animation and unlocks the pod for entry or exit.|}}
* '''Open'''
{{I|Close|Plays the pod's close animation and locks the pod for entry or exit.|}}
: Plays the pod's open animation and unlocks the pod for entry or exit.
{{I|EnterVehicle|Forces the activator (or player) into the pod.|}}
* '''Close'''
{{I|EnterVehicleImmediate|Forces the activator (or player) into the pod without enter/exit animations.|}}
: Plays the pod's close animation and locks the pod for entry or exit.
{{I|ExitVehicle|Boots the prisoner out of the pod.|}}
* '''EnterVehicle'''
{{I BaseDriveableVehicle}}
: Forces the activator (or player) into the pod.
 
* '''EnterVehicleImmediate'''
: Forces the activator (or player) into the pod without enter/exit animations.
* '''ExitVehicle'''
: Boots the prisoner out of the pod.
==Outputs==
==Outputs==
* {{o basedriveablevehicle}}
{{O|OnOpen|Fired when the pod is open enough to enter.|}}
* '''OnOpen'''
{{O|OnClose|Fired when the pod too closed to enter.|}}
: Fired when the pod is open enough to enter.
{{O BaseDriveableVehicle}}
* '''OnClose'''
 
: Fired when the pod too closed to enter.
[[Category:Prop entities|vehicle prisoner pod]]
[[Category:Entities]]

Latest revision as of 17:34, 5 June 2025

C++ Class hierarchy
CPropVehiclePrisonerPod
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ vehicle_prisoner_pod.cpp
The prisoner pod.

prop_vehicle_prisoner_pod is a model entity available in Half-Life 2 series Half-Life 2 series. Combine prisoner pod that the player can ride in.

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

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:
Scale of action input / framerate (actionScale) <float>
Todo: How fast the vehicle turns/accelerates?


Inputs

Open
Plays the pod's open animation and unlocks the pod for entry or exit.
Close
Plays the pod's close animation and locks the pod for entry or exit.
EnterVehicle
Forces the activator (or player) into the pod.
EnterVehicleImmediate
Forces the activator (or player) into the pod without enter/exit animations.
ExitVehicle
Boots the prisoner out of the pod.
BaseDriveableVehicle:
HandBrakeOn
HandBrakeOff
Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
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.

Outputs

OnOpen
Fired when the pod is open enough to enter.
OnClose
Fired when the pod too closed to enter.

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/+attack2 key.
AttackAxis <floatRedirectOutput/float>
Attack2Axis <floatRedirectOutput/float>
!activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of the attack/attack2 buttons (can only be 0 or 1). Also called when the player exits the vehicle.