Prop vehicle choreo generic: Difference between revisions
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(Documented Portal 2 parameters and added that this entity and those parameters are also in Garry's Mod.) |
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{{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_vehicle_choreo_generic}} It is a generic vehicle used for scripted scenes and other complicated events. | {{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_vehicle_choreo_generic}} It is also available in {{gmod|4}}. It is a generic vehicle used for scripted scenes and other complicated events. | ||
{{CD|CPropVehicleChoreoGeneric|base=CDynamicProp|file1=1}} | {{CD|CPropVehicleChoreoGeneric|base=CDynamicProp|file1=1}} | ||
==Keyvalues== | ==Keyvalues== | ||
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{{KV|Ignore Player collision|intn=ignoreplayer|boolean|If set, the player won't collide against this vehicle when moving around.}} | {{KV|Ignore Player collision|intn=ignoreplayer|boolean|If set, the player won't collide against this vehicle when moving around.}} | ||
{{KV|Use Player Eyes|intn=useplayereyes|boolean|Use player's eyepoint instead of 'vehicle_driver_eyes' attachment.|nofgd=1}} | {{KV|Use Player Eyes|intn=useplayereyes|boolean|Use player's eyepoint instead of 'vehicle_driver_eyes' attachment.|nofgd=1}} | ||
{{KV|player | {{KV|Can the player shoot|intn=playercanshoot|boolean|Allow using weapons while inside of the vehicle.|only={{Portal2}}{{GMOD}}}} | ||
{{KV| | {{KV|Use attachment eyes|intn=useattachmenteyes|boolean|Should the driver's view use the attachment's orientation and not blend in the player's look.|only={{Portal2}}{{GMOD}}}} | ||
{{KV BaseDriveableVehicle|all=1}} | {{KV BaseDriveableVehicle|all=1}} | ||
==Inputs== | ==Inputs== | ||
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{{I|ViewLock|Set true to prevent player from looking around *at all*. Set false to let player look within limits.|param=bool}} | {{I|ViewLock|Set true to prevent player from looking around *at all*. Set false to let player look within limits.|param=bool}} | ||
{{I|SetAnimation|Force the prop to play an animation. The parameter should be the name of the animation.|param=string}} | {{I|SetAnimation|Force the prop to play an animation. The parameter should be the name of the animation.|param=string}} | ||
{{I|SetCanShoot|{{ | {{I|SetCanShoot|Set if the driver can shoot their weapon.|only={{Portal2}}{{GMOD}}}} | ||
{{I|UseAttachmentEyes|{{ | {{I|UseAttachmentEyes|Force the view to use the attachment's orientation and position and don't blend in the player's look.|only={{Portal2}}{{GMOD}}}} | ||
{{I|SetMaxPitch|{{ | {{I|SetMaxPitch|Set max pitch for driver.|only={{Portal2}}{{GMOD}}}} | ||
{{I|SetMinPitch|{{ | {{I|SetMinPitch|Set min pitch for driver.|only={{Portal2}}{{GMOD}}}} | ||
{{I|SetMaxYaw|{{ | {{I|SetMaxYaw|Set max yaw for driver.|only={{Portal2}}{{GMOD}}}} | ||
{{I|SetMinYaw|{{ | {{I|SetMinYaw|Set min yaw for driver.|only={{Portal2}}{{GMOD}}}} | ||
{{I BaseDriveableVehicle}} | {{I BaseDriveableVehicle}} | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
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{{O|OnOpen|Fired when the vehicle is open enough to enter.}} | {{O|OnOpen|Fired when the vehicle is open enough to enter.}} | ||
{{O|OnClose|Fired when the vehicle too closed to enter.}} | {{O|OnClose|Fired when the vehicle too closed to enter.}} | ||
[[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]] |
Latest revision as of 23:15, 26 September 2025
prop_vehicle_choreo_generic
is a model entity available in Half-Life 2 series and
Portal series. It is also available in
Garry's Mod. It is a generic vehicle used for scripted scenes and other complicated events.
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CPropVehicleChoreoGeneric |
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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.
- Use Player Eyes (useplayereyes) <boolean> !FGD
- Use player's eyepoint instead of 'vehicle_driver_eyes' attachment.
- Can the player shoot (playercanshoot) <boolean> (only in
)
- Allow using weapons while inside of the vehicle.
- Use attachment eyes (useattachmenteyes) <boolean> (only in
)
- Should the driver's view use the attachment's orientation and not blend in the player's look.
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
Portal 2 only:
player_ending.txt
player_down.txt
br_player_look.txt
br_player_view.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 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 <boolean >
- Set true to prevent player from looking around *at all*. Set false to let player look within limits.
- SetAnimation <string >
- Force the prop to play an animation. The parameter should be the name of the animation.
- UseAttachmentEyes (only in
)
- Force the view to use the attachment's orientation and position and don't blend in the player's look.
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.
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 <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.
- OnOpen
- Fired when the vehicle is open enough to enter.
- OnClose
- Fired when the vehicle too closed to enter.