Emp vehicle: Difference between revisions
Jump to navigation
Jump to search
Warning:You cannot place emp_vehicle entities into your level. Currently, you must use the emp_vehicle_preset and emp_vehicle_spawner entities.
(Created page with "{{infotable |emp_vehicle |type=e0 |engine=2 |in={{Empires|4}} }} {{Empires topicon}} {{this is a|e0|game=Empires|name=emp_vehicle}} This entity is a vehicle. {{Warning|You can...") |
mNo edit summary |
||
Line 10: | Line 10: | ||
==Keyvalues== | ==Keyvalues== | ||
<!--{{KV|start}}--> | |||
{{KV BaseDriveableVehicle}} | {{KV BaseDriveableVehicle}} | ||
<!--{{KV|end}}--> | |||
==Inputs== | ==Inputs== | ||
{{I BaseDriveableVehicle}} | |||
==Outputs== | ==Outputs== | ||
{{O BaseDriveableVehicle}} | |||
==See also== | ==See also== | ||
* [[prop_vehicle_driveable]] - The base class this entity inherits from. | * [[prop_vehicle_driveable]] - The base class this entity inherits from. |
Revision as of 11:55, 27 January 2024
emp_vehicle | |
---|---|
Type | Point entity |
Engine | ![]() |
Availability | ![]() |
emp_vehicle
is an e0 available in Empires. This entity is a vehicle.

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:- 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:
Half-Life 2: Episode One only:
choreo_vehicle.txt
choreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:
choreo_vehicle_ep2_barn1.txt
choreo_vehicle_ep2_hangar.txt
choreo_vehicle_ep2_intro.txt
choreo_vehicle_ep2_Outland_02.txt
choreo_vehicle_ep2_playertrapped.txt
- 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)
- p3_vehicle_segway:
segway.txt
(only in)
- prop_vehicle_airboat:
- 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 <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.
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 <float >
- Attack2Axis <float >
- !activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of theattack
/attack2
buttons (can only be 0 or 1). Also called when the player exits the vehicle.
See also
- prop_vehicle_driveable - The base class this entity inherits from.