P3 vehicle segway: Difference between revisions
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{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|Start Disabled|intn=StartDisabled|bool|Start Disabled}} | {{KV|Start Disabled|intn=StartDisabled|bool|Start Disabled}} | ||
{{KV|Have Krotchy Box|intn=HaveKrotchyBox|bool| | {{KV|Have Krotchy Box|intn=HaveKrotchyBox|bool|Adds a small box containing Krotchy toys on the segway.}} | ||
{{KV|Have krotchy{{sic}} toys in the box|intn=HaveKrotchiesInBox|bool| | {{KV|Have krotchy{{sic}} toys in the box|intn=HaveKrotchiesInBox|bool|{{Bug|Does nothing?, regardless if {{code|HaveKrotchyBox}} is enabled or not.}}}} | ||
{{KV BaseDriveableVehicle}} | {{KV BaseDriveableVehicle}} | ||
==Inputs== | ==Inputs== | ||
{{Todo}} | {{Todo}} | ||
Revision as of 22:11, 22 July 2024
p3_vehicle_segway is a point entity available in
Postal III. A drivable segway.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Start Disabled
- Have Krotchy Box (HaveKrotchyBox) <boolean>
- Adds a small box containing Krotchy toys on the segway.
- Have krotchy[sic] toys in the box (HaveKrotchiesInBox) <boolean>
Bug:Does nothing?, regardless if HaveKrotchyBoxis enabled or not. [todo tested in ?]
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.txtchoreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:choreo_vehicle_ep2_barn1.txtchoreo_vehicle_ep2_hangar.txtchoreo_vehicle_ep2_intro.txtchoreo_vehicle_ep2_Outland_02.txtchoreo_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
[Todo]