Prop vehicle driveable: Difference between revisions
		
		
		
		
		
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 Bug:In
Bug:In  Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?]
 Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?]
 Note:This entity may not function properly in multiplayer. Community-made server plugins are available to make vehicles function properly, listed below.
Note:This entity may not function properly in multiplayer. Community-made server plugins are available to make vehicles function properly, listed below.
		
	
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| [[Category:Prop entities]] | [[Category:Prop entities|vehicle driveable]] | ||
Revision as of 09:20, 1 September 2024
prop_vehicle_driveable  is a   point entity  available in all  Source games.
 Source games.
 Bug:In
Bug:In  Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?]
 Team Fortress 2, this entity does not function at all. This can be fixed by using a VScript supplement script: https://github.com/ficool2/vscript_vehicle, or the plugin listed below.  [todo tested in ?] Note:This entity may not function properly in multiplayer. Community-made server plugins are available to make vehicles function properly, listed below.
Note:This entity may not function properly in multiplayer. Community-made server plugins are available to make vehicles function properly, listed below.
 : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo
 : https://github.com/Heyter/SM-MyPlugins/tree/master/fixed_vehicle_csgo


 : https://github.com/Mikusch/source-vehicles
 : https://github.com/Mikusch/source-vehicles
Entity description
Generic vehicle. (Player driveable model.)
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: Half-Life 2: Episode One only:
- choreo_vehicle.txt
- choreo_vehicle_ep1_dogintro.txt
 Half-Life 2: Episode Two only: 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/+attack2key.
- AttackAxis <float>
- Attack2Axis <float>
- !activator = the player when exitting the vehicle other-wise it's this entity
 !caller = this entity
 State of theattack/attack2buttons (can only be 0 or 1). Also called when the player exits the vehicle.
See also
- prop_vehicle_airboat - The HL2 airboat.
- prop_vehicle_jeep - The HL2 buggy.
- prop_vehicle_crane - The HL2 crane.
- prop_vehicle - Input driveable vehicle.
