Template:KV BaseVehicle: Difference between revisions
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Kestrelguy (talk | contribs) (added the choice between a Src13-specific version (the new default) and a generic version.) |
Kestrelguy (talk | contribs) m (removed a stray pair of curly brackets) |
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{{#if: {{{all|}}} | {{KV BaseEntity}} | {{KV BaseEntity|base=1}} }} | {{#if: {{{all|}}} | {{KV BaseEntity}} | {{KV BaseEntity|base=1}} }} | ||
[[Category:Vehicle Entities]] | [[Category:Vehicle Entities]] | ||
<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude> |
Revision as of 14:04, 29 April 2022

|all=1
when calling this template to have it show the CS:GO version of the template instead of the Src13 version.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:
- prop_vehicle_airboat:
- 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)
- There is also
- Scale of action input / framerate (actionScale) <float>
- Todo: How fast the vehicle turns/accelerates?
