Func vehicle (GoldSrc): Difference between revisions
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SirYodaJedi (talk | contribs) m (Scoop has a version of func_vehicle) |
SirYodaJedi (talk | contribs) m (SirYodaJedi moved page Func vehicle (GoldSource Engine) to Func vehicle (GoldSrc): support EntityTabs) |
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Revision as of 18:02, 20 May 2023
This entity is also available as func_vehicle for the Source 1 engine.
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func_vehicle is a brush entity only available in Counter-Strike and Sven Co-op.
Description
An entity that behaves like func_tracktrain coupled with func_traincontrols; however, it moves freely along the world and changes angles according to collision much like a real vehicle, albeit more primitive.
This entity is never used at all, and appears to be a functional unused entity. It also isn't a base
GoldSrc entity as it does not work in Half-Life or any other game.
This entity uses a unique brush entity to control it, called func_vehiclecontrols.
Keyvalues
- First stop target (target) <targetname>
- Sound (sounds) <choices>
Choices:
*<blank>: None
- 1: Vehicle 1
- 2: Vehicle 2
- 3: Vehicle 3
- 4: Vehicle 4
- 5: Vehicle 6
- 6: Vehicle 7
- Length of the vehicle (length) <integer>
- Default is 256.
- Width of the vehicle (width) <integer>
- Default is 128.
- Height above track (height) <integer>
- Default is 4.
- Initial speed (startspeed) <integer>
- Speed (units per second) (speed) <integer>
Warning:"Things go wrong" if speed is 2000 or greater, according to the FGD.
- Damage on crush (dmg) <integer>
- Volume (10=loudest) (volume) <integer 0–10>
- Default is 10.
- Bank angle on turns (bank) <string>
- Minimum light level (_minlight) <string>
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Minimum light level (_minlight) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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Flags
- No Pitch (X-rot) : [1]
- No User Control : [2]
- Passable : [8]