Prop vehicle choreo generic: Difference between revisions

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==Keyvalues==
==Keyvalues==
{{KV|World model|intn=model|studio}}
{{KV|Ignore Move Parent on Exit|intn=ignoremoveparent|boolean|Should the player ignore this vehicle's move parent when performing exit checks?}}
{{KV|Ignore Player collision|intn=ignoreplayer|boolean|If set, the player won't collide against this vehicle when moving around.}}
{{KV BaseDriveableVehicle|all=1}}
{{KV BaseDriveableVehicle|all=1}}
{{KV|World model|intn=model|studio}}
{{KV|ignoremoveparent|boolean|Should the player ignore this vehicle's move parent when performing exit checks?}}
{{KV|ignoreplayer|boolean|If set, the player won't collide against this vehicle when moving around.}}
==Inputs==
==Inputs==
{{I BaseDriveableVehicle}}
{{IO|Open|Plays the vehicle's open animation and unlocks the vehicle for entry or exit.}}
{{IO|Open|Plays the vehicle's open animation and unlocks the vehicle for entry or exit.}}
{{IO|Close|Plays the vehicle's close animation and locks the vehicle for entry or exit.}}
{{IO|Close|Plays the vehicle's close animation and locks the vehicle for entry or exit.}}
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{{IO|EnterVehicleImmediate|Forces the activator (or player) into the vehicle without enter/exit animations.}}
{{IO|EnterVehicleImmediate|Forces the activator (or player) into the vehicle without enter/exit animations.}}
{{IO|ExitVehicle|Boots the activator (or player) out of the vehicle.}}
{{IO|ExitVehicle|Boots the activator (or player) out of the vehicle.}}
{{IO|SetMinPitch|Sets the minimum pitch the player can look at, in degrees.|param=integer}}
{{IO|ViewLock|Set true to prevent player from looking around *at all*. Set false to let him look within limits.|param=bool}}
{{IO|SetMaxPitch|Sets the maximum pitch the player can look at, in degrees.|param=integer}}
{{IO|SetAnimation|Force the prop to play an animation. The parameter should be the name of the animation.|param=string}}
{{IO|SetMinYaw|Sets the minimum yaw the player can look at, in degrees.|param=integer}}
{{I BaseDriveableVehicle}}
{{IO|SetMaxYaw|Sets the maximum yaw the player can look at, in degrees.|param=integer}}
{{I EnableDisable}}
{{IO|SetCanShoot|Whether the player is allowed to fire their weapon or not.|param=boolean|since={{portal2}}}}
{{Todo|Add the rest of the inputs}}
==Outputs==
==Outputs==
{{O BaseDriveableVehicle}}
{{O BaseDriveableVehicle}}
{{IO|OnOpen|Fired when the vehicle is open enough to enter.}}
{{IO|OnOpen|Fired when the vehicle is open enough to enter.}}
{{IO|OnClose|Fired when the vehicle too closed to enter.}}
{{IO|OnClose|Fired when the vehicle too closed to enter.}}
{{Todo|Add the rest of the outputs}}


[[Category:Half-Life 2: Episode One Entities]]
[[Category:Half-Life 2: Episode One Entities]]
[[Category:Prop entities|vehicle choreo generic]]
[[Category:Prop entities|vehicle choreo generic]]

Revision as of 10:44, 9 September 2024

prop_vehicle_choreo_generic is a point entity available in Half-Life 2 series Half-Life 2 series and Portal series Portal series. It is a generic vehicle used for scripted scenes and other complicated events.

Keyvalues

World model (model) <model path>
Ignore Move Parent on Exit (ignoremoveparent) <boolean>
Should the player ignore this vehicle's move parent when performing exit checks?
Ignore Player collision (ignoreplayer) <boolean>
If set, the player won't collide against this vehicle when moving around.

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:
Scale of action input / framerate (actionScale) <float>
Todo: How fast the vehicle turns/accelerates?


Inputs

Open
Plays the vehicle's open animation and unlocks the vehicle for entry or exit.
Close
Plays the vehicle's close animation and locks the vehicle for entry or exit.
EnterVehicle
Forces the activator (or player) into the vehicle.
EnterVehicleImmediate
Forces the activator (or player) into the vehicle without enter/exit animations.
ExitVehicle
Boots the activator (or player) out of the vehicle.
ViewLock <booleanRedirectInput/boolean>
Set true to prevent player from looking around *at all*. Set false to let him look within limits.
SetAnimation <stringRedirectInput/string>
Force the prop to play an animation. The parameter should be the name of the animation.
BaseDriveableVehicle:
HandBrakeOn
HandBrakeOff
Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
BaseVehicle:
Action <floatRedirectInput/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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

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 <floatRedirectOutput/float>
Attack2Axis <floatRedirectOutput/float>
!activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of the attack/attack2 buttons (can only be 0 or 1). Also called when the player exits the vehicle.


OnOpen
Fired when the vehicle is open enough to enter.
OnClose
Fired when the vehicle too closed to enter.