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Vehicle viewcontroller: Difference between revisions

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{{wrongtitle|title=vehicle_viewcontroller}}
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[[Category:Entities]][[Category:GUI Entities]][[Category:Vehicle Entities]][[Category:Camera]]
{{stub}}
==Entity Description==
{{CD|CPropVehicleViewController|file1=vehicle_viewcontroller.cpp}}
Vehicle hack to control player view
{{This is a|model entity|name=vehicle_viewcontroller}} It's a vehicle hack to control player view.
==Keyvalues==
 
* {{kv basedriveablevehicle}}
== Keyvalues ==
==Inputs==
{{KV Targetname}}
* {{i basedriveablevehicle}}
{{KV BaseDriveableVehicle}}
* '''ForcePlayerIn <string>'''
 
: Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports.
== Inputs ==
* '''ForcePlayerOut'''
{{I|ForcePlayerIn|param=string|Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports.}}
: Force the player out of the vehicle.
{{I|ForcePlayerOut|param=void|Force the player out of the vehicle.}}
==Outputs==
{{I BaseDriveableVehicle|base=1}}
* {{o basedriveablevehicle}}
 
== Outputs ==
{{O BaseDriveableVehicle}}
 
[[Category:GUI Entities]]
[[Category:Vehicle Entities]]
[[Category:Camera]]

Latest revision as of 04:35, 19 May 2025

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C++ Class hierarchy
CPropVehicleViewController
CPropVehicleDriveable
CPropVehicle
CBaseProp
CBaseAnimating
CBaseEntity
C++ vehicle_viewcontroller.cpp

vehicle_viewcontroller is a model entity available in all Source Source games. It's a vehicle hack to control player view.

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

ForcePlayerIn <stringRedirectInput/string>
Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports.
ForcePlayerOut <void>
Force the player out of the vehicle.
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

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.