Asw vehicle jeep: Difference between revisions

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{{Stub}}  
{{Stub}}  
[[Category:Alien Swarm Entities]]


{{as point|asw_vehicle_jeep}}
== Entity description ==
This is basically the hl2 buggy, ported into alien swarm.  
This is basically the hl2 buggy, ported into alien swarm.  
It doesn't work in multiplayer because it spawns a dummy jeep vehicle as soon as it start thinking, when the client count is bigger than one.
It doesn't work in multiplayer because it spawns a dummy jeep vehicle as soon as it start thinking, when the client count is bigger than one.


{{todo | Add code segments.}}
{{todo|Add code segments.}}
 
== Keyvalues ==
{{KV BaseDriveableVehicle}}
 
== Inputs ==
{{I BaseDriveableVehicle}}
 
== Outputs ==
{{O BaseDriveableVehicle}}

Revision as of 07:05, 27 June 2011

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Template:As point

Entity description

This is basically the hl2 buggy, ported into alien swarm. It doesn't work in multiplayer because it spawns a dummy jeep vehicle as soon as it start thinking, when the client count is bigger than one.

Todo: Add code segments.

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


Inputs

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.