Prop vehicle prisoner pod: Difference between revisions
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{{CD|CPropVehiclePrisonerPod|file1=1}} | |||
[[File:prop_vehicle_prisoner_pod.jpg|thumb|right|200px|The prisoner pod.]] | [[File:prop_vehicle_prisoner_pod.jpg|thumb|right|200px|The prisoner pod.]] | ||
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=prop_vehicle_prisoner_pod}} | {{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=prop_vehicle_prisoner_pod}} | ||
Combine prisoner pod that the player can ride in. | Combine prisoner pod that the player can ride in. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
{{KV BaseDriveableVehicle}} | {{KV BaseDriveableVehicle}} | ||
==Inputs== | ==Inputs== | ||
{{IO|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.|}} | ||
{{IO|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.|}} | ||
{{IO|EnterVehicle|Forces the activator (or player) into the pod.|}} | {{IO|EnterVehicle|Forces the activator (or player) into the pod.|}} | ||
{{IO|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.|}} | ||
{{IO|ExitVehicle|Boots the prisoner out of the pod.|}} | {{IO|ExitVehicle|Boots the prisoner out of the pod.|}} | ||
{{I BaseDriveableVehicle}} | |||
==Outputs== | ==Outputs== | ||
{{IO|OnOpen|Fired when the pod is open enough to enter.|}} | {{IO|OnOpen|Fired when the pod is open enough to enter.|}} | ||
{{IO|OnClose|Fired when the pod too closed to enter.|}} | {{IO|OnClose|Fired when the pod too closed to enter.|}} | ||
{{O BaseDriveableVehicle}} |
Revision as of 07:07, 1 July 2024
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CPropVehiclePrisonerPod |
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prop_vehicle_prisoner_pod
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
Combine prisoner pod that the player can ride in.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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
- 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.
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
- OnOpen
- Fired when the pod is open enough to enter.
- OnClose
- Fired when the pod too closed to enter.
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.
Categories:
- CBaseAnimating
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Vehicle Entities