Prop vehicle prisoner pod: Difference between revisions
		
		
		
		
		
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{{CD|CPropVehiclePrisonerPod|file1=1}}  | |||
{{  | [[File:prop_vehicle_prisoner_pod.jpg|thumb|right|200px|The prisoner pod.]]   | ||
==  | {{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 Targetname}}  | |||
{{KV BaseDriveableVehicle}}  | |||
==Inputs==  | ==Inputs==  | ||
{{I|Open|Plays the pod's open animation and unlocks the pod for entry or exit.|}}  | |||
{{I|Close|Plays the pod's close animation and locks the pod for entry or exit.|}}  | |||
{{I|EnterVehicle|Forces the activator (or player) into the pod.|}}  | |||
{{I|EnterVehicleImmediate|Forces the activator (or player) into the pod without enter/exit animations.|}}  | |||
{{I|ExitVehicle|Boots the prisoner out of the pod.|}}  | |||
{{I BaseDriveableVehicle}}  | |||
==Outputs==  | ==Outputs==  | ||
{{O|OnOpen|Fired when the pod is open enough to enter.|}}  | |||
{{O|OnClose|Fired when the pod too closed to enter.|}}  | |||
{{O BaseDriveableVehicle}}  | |||
[[Category:Prop entities|vehicle prisoner pod]]  | |||
[[Category:  | |||
Latest revision as of 16:34, 5 June 2025
| CPropVehiclePrisonerPod | 
prop_vehicle_prisoner_pod  is a   model entity  available in 
 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. 
parentnameortarget).
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:- 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
- 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 <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/+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.