Prop vehicle crane: Difference between revisions
		
		
		
		
		
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 Note:When placing, be sure to read the description of the magnetname keyvalue.
Note:When placing, be sure to read the description of the magnetname keyvalue.
		
	
| m (Robot: fixing template case.) | m (Robot: fixing template case.) | ||
| Line 10: | Line 10: | ||
| ==Keyvalues== | ==Keyvalues== | ||
| * {{ | * {{KV BaseDriveableVehicle}} | ||
| * '''magnetname''' | * '''magnetname''' | ||
| : <target_destination> Magnet entity - The crane model will not show up at all unless a [[phys_magnet]] model is specified in this field. The crane will automatically be connected to this ''phys_magnet'' via a rope/wire. | : <target_destination> Magnet entity - The crane model will not show up at all unless a [[phys_magnet]] model is specified in this field. The crane will automatically be connected to this ''phys_magnet'' via a rope/wire. | ||
Revision as of 19:43, 19 January 2009
Entity Description
 
  A prop_vehicle_crane entity using the typical models/Cranes/crane_docks.mdl model, with an attached models/props_wasteland/cranemagnet01a.mdl phys_magnet.
A crane. (Driveable model.)
 Note:When placing, be sure to read the description of the magnetname keyvalue.
Note:When placing, be sure to read the description of the magnetname keyvalue.Keyvalues
- 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: Half-Life 2: Episode One only:
- choreo_vehicle.txt
- choreo_vehicle_ep1_dogintro.txt
 Half-Life 2: Episode Two only: Half-Life 2: Episode Two only:
- choreo_vehicle_ep2_barn1.txt
- choreo_vehicle_ep2_hangar.txt
- choreo_vehicle_ep2_intro.txt
- choreo_vehicle_ep2_Outland_02.txt
- choreo_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?
- magnetname
- <target_destination> Magnet entity - The crane model will not show up at all unless a phys_magnet model is specified in this field. The crane will automatically be connected to this phys_magnet via a rope/wire.
Inputs
- 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.
- ForcePlayerIn
- Force the player to get into the crane. Only works in singleplayer.