Template:KV BaseVehicle: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Add P2 vehicle scripts and {{only}} tags)
(Vehicles do not have prop_static keyvalues)
Line 23: Line 23:
; Scale of action input / framerate <code>(actionScale)</code> <code><[[float]]></code>
; Scale of action input / framerate <code>(actionScale)</code> <code><[[float]]></code>
: {{todo|How fast the vehicle turns/accelerates?}}
: {{todo|How fast the vehicle turns/accelerates?}}
{{KV prop_static_base}}
{{KV BasePropPhysics}}
{{KV Global}}
{{KV Global}}
{{KV Origin}}
{{KV Origin}}
{{KV Targetname}}
{{KV Targetname}}
{{KV GMOD}}
[[Category:Vehicle Entities]]
[[Category:Vehicle Entities]]
}}<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude>
}}<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude>

Revision as of 20:45, 2 May 2021

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 Half-Life 2: Episode Two) / jeep_test.txt
  • prop_vehicle_choreo_generic:
    • choreo_vehicle.txt (only in Half-Life 2: Episode One)
    • choreo_vehicle_ep1_dogintro.txt (only in Half-Life 2: Episode One)
    • choreo_vehicle_ep2_barn1.txt (only in Half-Life 2: Episode Two)
    • choreo_vehicle_ep2_hangar.txt (only in Half-Life 2: Episode Two)
    • choreo_vehicle_ep2_intro.txt (only in Half-Life 2: Episode Two)
    • choreo_vehicle_ep2_Outland_02.txt (only in Half-Life 2: Episode Two)
    • choreo_vehicle_ep2_playertrapped.txt (only in Half-Life 2: Episode Two)
    • player_ending.txt (only in Portal 2)
    • player_down.txt (only in Portal 2)
    • br_player_look.txt (only in Portal 2)
    • br_player_view.txt (only in Portal 2)
  • 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 SiN)
Scale of action input / framerate (actionScale) <float>
Todo: How fast the vehicle turns/accelerates?
Note.pngNote:Page left for viewable history, content moved to prop_physics
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities