Prop vehicle airboat: Difference between revisions
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Warning:Using The Input ExitVehicle On Multiple Airboats At One Time Will Cause The Game To Crash.
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{{wrongtitle|title=prop_vehicle_airboat}} | {{wrongtitle|title=prop_vehicle_airboat}} | ||
{{hl2 point|prop_vehicle_airboat}} It is a drivable airboat. This entity will not work in Half Life 2: Deathmatch! | |||
[[Image:prop_vehicle_airboat.jpg|thumb|right|400px|A prop_vehicle_airboat (using its default model ''models/airboat.mdl'').]] | [[Image:prop_vehicle_airboat.jpg|thumb|right|400px|A prop_vehicle_airboat (using its default model ''models/airboat.mdl'').]] | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 04:27, 27 July 2011
Template:Wrongtitle Template:Hl2 point It is a drivable airboat. This entity will not work in Half Life 2: Deathmatch!
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:
choreo_vehicle.txt
choreo_vehicle_ep1_dogintro.txt
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?
- EnableGun
- <boolean> Whether the airboat's gun is enabled or disabled.
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.
- EnableGun <boolean>
- Enables or disables the airboat gun and associated crosshair.
- StartRotorWashForces
- The airboat will start to be blown around by the helicopter rotor wash.
- StopRotorWashForces
- The airboat will no longer be blown around by the helicopter rotor wash.
- Entervehicle
- Force The Player To Enter The Vehicle.
- Exitvehicle
- Force The Player To Exit 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 <float >
- Attack2Axis <float >
- !activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of theattack
/attack2
buttons (can only be 0 or 1). Also called when the player exits the vehicle.