Prop vehicle crane: Difference between revisions

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m (Robot: fixing template case.)
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{{wrongtitle|title=prop_vehicle_crane}}
[[File:prop_vehicle_crane.jpg|right|thumb|200px|The typical <code>models/Cranes/crane_docks.mdl</code> model, with an attached <code>models/props_wasteland/cranemagnet01a.mdl</code> [[phys_magnet]].]]


==Entity Description==
{{hl2 point|prop_vehicle_crane}} It is a player-drivable crane. It requires an attached [[phys_magnet]] (see KVs).


[[Image:prop_vehicle_crane.jpg|thumb|right|400px|A ''prop_vehicle_crane'' entity using the typical ''models/Cranes/crane_docks.mdl'' model, with an attached ''models/props_wasteland/cranemagnet01a.mdl'' [[phys_magnet]].]]
{{bug|You must change the Vehicle Script KV to <code>scripts/vehicles/crane.txt</code>. The default is the [[prop_vehicle_jeep|jeep]].}} __NOTOC__


A crane. (Driveable model.)
==See Also==


{{Note|When placing, be sure to read the description of the ''magnetname'' keyvalue.}}
* [[npc_cranedriver]]
* [[phys_magnet]]


==Keyvalues==
==Keyvalues==
* {{KV BaseDriveableVehicle}}
 
* '''magnetname'''
; Magnet entity <code><[[targetname]]></code>
: <target_destination> Magnet entity - The crane model will not show up at all unless a [[phys_magnet]] model is specified in this field. The crane will automatically be connected to this ''phys_magnet'' via a rope/wire.
: The crane will not show up at all unless a [[phys_magnet]] with a model is specified in this field. The crane will automatically be connected to the entity with a rope/wire. {{note|Set the magnet's "Mass Scale" to something like 500, or it will be bouncy and unusable.}}
{{KV BaseDriveableVehicle}}


==Inputs==
==Inputs==
* {{I BaseDriveableVehicle}}
 
* '''ForcePlayerIn'''
; <code>ForcePlayerIn</code>
: Force the player to get into the crane. Only works in singleplayer.
: Force the player to get into the crane. Only works in singleplayer.
{{I BaseDriveableVehicle}}


==Outputs==
==Outputs==
* {{O BaseDriveableVehicle}}
==See Also==
* [[npc_cranedriver]]
* [[phys_magnet]]


[[Category:Entities]]
{{O BaseDriveableVehicle}}

Revision as of 03:08, 27 July 2009

The typical models/Cranes/crane_docks.mdl model, with an attached models/props_wasteland/cranemagnet01a.mdl phys_magnet.

Template:Hl2 point It is a player-drivable crane. It requires an attached phys_magnet (see KVs).

Icon-Bug.pngBug:You must change the Vehicle Script KV to scripts/vehicles/crane.txt. The default is the jeep.  [todo tested in ?]

See Also

Keyvalues

Magnet entity <targetname>
The crane will not show up at all unless a phys_magnet with a model is specified in this field. The crane will automatically be connected to the entity with a rope/wire.
Note.pngNote:Set the magnet's "Mass Scale" to something like 500, or it will be bouncy and unusable.

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

ForcePlayerIn
Force the player to get into the crane. Only works in singleplayer.
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.

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.