Prop vehicle prisoner pod: Difference between revisions

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{{DISPLAYTITLE:prop_vehicle_prisoner_pod}}
{{DISPLAYTITLE:prop_vehicle_prisoner_pod}}
[[Image:prop_vehicle_prisoner_pod.jpg|thumb|right|200px]]  
[[Image:prop_vehicle_prisoner_pod.jpg|thumb|right|200px|The prisoner pod.]]  
{{hl2 point|prop_vehicle_prisoner_pod}}
{{hl2 point|prop_vehicle_prisoner_pod}}


==Entity description==
Combine prisoner pod that the player can ride in.
Combine prisoner pod that the player can ride in.


If mapping for Garry's Mod 11+, using any models/nova/ models (ie models\nova\jeep_seat.mdl) with this class will utilize proper sitting animations and is ideal for chairs.
==Keyvalues==
To utilize a custom chair model and maintain proper animations:
{{KV Parentname}}
# Place the 'prisoner_pod nova chair' inside the visual prop_static chair (with your custom model)
{{KV BaseDriveableVehicle}}
# Parent the 'prisoner_pod nova chair' to a prop_dynamic to prevent it from moving via the keyvalue 'parentname'
# Set the keyvalue 'rendermode' to 10 for the 'prisoner_pod nova chair' to disable rendering it.
# (optional) Set the keyvalue 'limitview' to 0


==Keyvalues==
* {{KV Parentname}}
* {{KV BaseDriveableVehicle}}
==Inputs==
==Inputs==
* {{I BaseDriveableVehicle}}
{{I BaseDriveableVehicle}}
* '''Open'''
 
: Plays the pod's open animation and unlocks the pod for entry or exit.
{{IO|Open|Plays the pod's open animation and unlocks the pod for entry or exit.|}}
* '''Close'''
 
: Plays the pod's close animation and locks the pod for entry or exit.
{{IO|Close|Plays the pod's close animation and locks the pod for entry or exit.|}}
* '''EnterVehicle'''
 
: Forces the activator (or player) into the pod.
{{IO|EnterVehicle|Forces the activator (or player) into the pod.|}}
* '''EnterVehicleImmediate'''
 
: Forces the activator (or player) into the pod without enter/exit animations.
{{IO|EnterVehicleImmediate|Forces the activator (or player) into the pod without enter/exit animations.|}}
* '''ExitVehicle'''
 
: Boots the prisoner out of the pod.
{{IO|ExitVehicle|Boots the prisoner out of the pod.|}}
 
==Outputs==
==Outputs==
* {{O BaseDriveableVehicle}}
{{O BaseDriveableVehicle}}
* '''OnOpen'''
 
: Fired when the pod is open enough to enter.
{{IO|OnOpen|Fired when the pod is open enough to enter.|}}
* '''OnClose'''
 
: Fired when the pod too closed to enter.
{{IO|OnClose|Fired when the pod too closed to enter.|}}

Revision as of 10:36, 5 February 2012

The prisoner pod.

Template:Hl2 point

Entity description

Combine prisoner pod that the player can ride in.

Keyvalues

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

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.


Open
Plays the pod's open animation and unlocks the pod for entry or exit.


Close
Plays the pod's close animation and locks the pod for entry or exit.


EnterVehicle
Forces the activator (or player) into the pod.


EnterVehicleImmediate
Forces the activator (or player) into the pod without enter/exit animations.


ExitVehicle
Boots the prisoner out of the pod.

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.


OnOpen
Fired when the pod is open enough to enter.


OnClose
Fired when the pod too closed to enter.