Prop vehicle airboat: Difference between revisions

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==Keyvalues==
==Keyvalues==
* {{KV BaseDriveableVehicle}}
{{KV BaseDriveableVehicle}}
* '''EnableGun'''
 
: {{boolean}} Whether the airboat's gun is enabled or disabled.
{{KV|EnableGun|bool|Whether the airboat's gun is enabled or disabled.}}


==Inputs==
==Inputs==
* {{I BaseDriveableVehicle}}
{{I BaseDriveableVehicle}}
* '''EnableGun {{boolean}}'''
 
: Enables or disables the airboat gun and associated crosshair.
{{IO|EnableGun|Enables or disables the airboat gun and associated crosshair.|param=bool}}
* '''StartRotorWashForces'''
 
: The airboat will start to be blown around by the helicopter rotor wash.
{{IO|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.
{{IO|StopRotorWashForces|The airboat will no longer be blown around by the helicopter rotor wash.|}}
* '''Entervehicle'''
 
: Force The Player To Enter The Vehicle.
{{IO|Entervehicle|Force The Player To Enter The Vehicle.|}}
* '''Exitvehicle'''
 
: Force The Player To Exit The Vehicle.
{{IO|Exitvehicle|Force The Player To Exit The Vehicle.|}}
{{Warning|Using The Input ExitVehicle On Multiple Airboats At One Time Will Cause The Game To Crash.}}
{{Warning|Using The Input ExitVehicle On Multiple Airboats At One Time Will Cause The Game To Crash.}}


==Outputs==
==Outputs==
* {{O BaseDriveableVehicle}}
{{O BaseDriveableVehicle}}
 
[[Category:Entities]]

Revision as of 10:32, 5 February 2012

Template:Hl2 point It is a drivable airboat. This entity will not work in Half Life 2: Deathmatch!


A prop_vehicle_airboat (using its default model models/airboat.mdl).

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?



EnableGun ([todo internal name (i)]) <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 <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.


EnableGun <booleanRedirectInput/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.
Warning.pngWarning:Using The Input ExitVehicle On Multiple Airboats At One Time Will Cause The Game To Crash.

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.