Template:KV BaseVehicle: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
 
(26 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{kv targetname}}
{{minititle|BaseVehicle}}
* {{kv origin}}
{{KV|Vehicle Script File|intn=vehiclescript|string|The vehicle script files contained in <code>scripts\vehicles\</code> define the behaviour and handling of a vehicle. It is important to match the right script to the right entity/model:}}
* {{kv global}}
:* {{ent|prop_vehicle_airboat}}: <code>airboat.txt</code>
* {{kv angles}}
:* {{ent|prop_vehicle_apc}}: <code>apc.txt</code> / <code>apc_npc.txt </code>
* {{kv dxlevelchoice}}
:* {{ent|prop_vehicle_crane}}: <code>crane.txt</code>
* {{kv studiomodel}}
:* {{ent|prop_vehicle_prisoner_pod}}: <code>prisoner_pod.txt</code>
 
:* {{ent|prop_vehicle_jeep}}: <code>jalopy.txt</code> {{only|{{ep2}}}} / <code>jeep_test.txt</code>
* '''solid'''
:* {{ent|prop_vehicle_choreo_generic}}:
: <choices> Collisions - using other values may give undesired results
:** {{hl2ep1|2.bold}} only<nowiki>:</nowiki>
:{|
:** <code>choreo_vehicle.txt</code>
! Literal Value || Description
:** <code>choreo_vehicle_ep1_dogintro.txt</code>
|-
:** {{hl2ep2|2.bold}} only<nowiki>:</nowiki>
| 0 || Not Solid
:** <code>choreo_vehicle_ep2_barn1.txt</code>
|-
:** <code>choreo_vehicle_ep2_hangar.txt</code>
| 2 || Use Bounding Box
:** <code>choreo_vehicle_ep2_intro.txt</code>
|-
:** <code>choreo_vehicle_ep2_Outland_02.txt</code>
| 6 || Use VPhysics
:** <code>choreo_vehicle_ep2_playertrapped.txt</code> {{#if: {{{all|}}} |
|}
:** {{p2|2.bold}} only<nowiki>:</nowiki>
 
:** <code>player_ending.txt</code>
* '''screenspacefade'''
:** <code>player_down.txt</code>
: {{boolean}} The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object onscreen, in pixels. The ''fademindist'' value will represent the number of pixels wide covered by the prop when it starts to fade, and the ''fademaxdist'' value will represent the *minimum* number of pixels wide covered by the prop when it fades.
:** <code>br_player_look.txt</code>
 
:** <code>br_player_view.txt</code> }}
* {{KV DistanceFade}}
:* There is also <code>reference_vehicle.txt</code>, which you can modify to make your own vehicle or use as-is.
 
:* {{ent|prop_vehicle_sin}}: <code>sincar.txt</code> / <code>sincar_pit.txt</code> {{only|{{sineps}}}}
* '''lightingorigin'''
:* {{ent|p3_vehicle_segway}}: <code>segway.txt</code> {{only|{{p3}}}}
: <target_destination> Select an [[info_lighting]] to specify a location to sample lighting from, instead of using this entity's origin.
{{KV|Scale of action input / framerate|intn=actionScale|float|{{todo|How fast the vehicle turns/accelerates?}}}}
 
* '''vehiclescript'''
: <string> Vehicle Script File
:{|
! Literal Value || Description || Comment
|-
| "scripts/vehicles/airboat.txt" || Airboat || Use [[prop_vehicle_airboat]]
|-
| "scripts/vehicles/apc.txt" || APC || Use [[prop_vehicle_apc]]
|-
| "scripts/vehicles/apc_npc.txt" || NPC Driven APC || Use [[prop_vehicle_apc]]
|-
| "scripts/vehicles/crane.txt" || Crane || Use [[prop_vehicle_crane]]
|-
| "scripts/vehicles/digger.txt" || --- ||
|-
| "scripts/vehicles/driveway.txt" || --- ||
|-
| "scripts/vehicles/fastdigger.txt" || --- ||
|-
| "scripts/vehicles/jetski.txt" || Jet Ski ||
|-
| "scripts/vehicles/prisoner_pod.txt" || Combine Prisoner Transportation Pod || Use [[prop_vehicle_prisoner_pod]]
|-
| "scripts/vehicles/reference_vehicle.txt" || Modify this to make your own vehicle, or use it alone! ||
|-
| "scripts/vehicles/jeep_test.txt" || Jeep || Use [[prop_vehicle_jeep]]
|-
| {{ep1 add|"scripts/vehicles/choreo_vehicle.txt"}} || Choreographed vehicle || Use [[prop_vehicle_choreo_generic]]
|-
| {{ep1 add|"scripts/vehicles/choreo_vehicle_ep1_dogintro.txt"}} || Episode 1 Dog Intro Choreo || Use [[prop_vehicle_choreo_generic]]
|-
| {{ep2 add|"scripts/vehicles/choreo_vehicle_ep2_barn1.txt"}} || Episode 2 Barn Scene Chereo || Use [[prop_vehicle_choreo_generic]]
|-
| {{ep2 add|"scripts/vehicles/choreo_vehicle_ep2_hangar.txt"}} || Episode 2 Hanger Ending Chereo || Use [[prop_vehicle_choreo_generic]]
|-
| {{ep2 add|"scripts/vehicles/choreo_vehicle_ep2_intro.txt"}} || Episode 2 Intro Chereo || Use [[prop_vehicle_choreo_generic]]
|-
| {{ep2 add|"scripts/vehicles/choreo_vehicle_ep2_Outland_02.txt"}} || Episode 2 Chereo || Use [[prop_vehicle_choreo_generic]]
|-
|-
| {{ep2 add|"scripts/vehicles/choreo_vehicle_ep2_playertrapped.txt"}} || Episode 2 Chereo || Use [[prop_vehicle_choreo_generic]]
|-
|-
| {{ep2 add|"scripts/vehicles/jalopy.txt"}} || Episode 2 Jalopy (Charger) || Use [[prop_vehicle_jeep]]
|}
 
* '''actionScale'''
: <float> Scale of action input / framerate
[[Category:Vehicle Entities]]
[[Category:Vehicle Entities]]
<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude>

Latest revision as of 22:42, 17 September 2024

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?