Template:KV BaseVehicle: Difference between revisions

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{{ScrollBox|title=BaseVehicle|
; Vehicle Script File <code><[[string]]></code>
: Vehicle script files, contained in <code>scripts/vehicles/</code>, define the behaviour and handling of a vehicle. It is important to match the right script to the right entity/model:
:* [[prop_vehicle_airboat]]: <code>airboat.txt</code>
:* [[prop_vehicle_apc]]: <code>apc.txt</code> / <code>apc_npc.txt </code>
:* [[prop_vehicle_crane]]: <code>crane.txt</code>
:* [[prop_vehicle_prisoner_pod]]: <code>prisoner_pod.txt</code>
:* [[prop_vehicle_jeep]]: {{EP2 add|<code>jalopy.txt</code>}} / <code>jeep_test.txt</code>
:* [[prop_vehicle_choreo_generic]]:
:** <code>choreo_vehicle.txt</code>
:** <code>choreo_vehicle_ep1_dogintro.txt</code>
:** <code>choreo_vehicle_ep2_barn1.txt</code>
:** <code>choreo_vehicle_ep2_hangar.txt</code>
:** <code>choreo_vehicle_ep2_intro.txt</code>
:** <code>choreo_vehicle_ep2_Outland_02.txt</code>
:** <code>choreo_vehicle_ep2_playertrapped.txt</code>
:* There is also <code>reference_vehicle.txt</code>, which you can modify to make your own vehicle or use as-is.
; Scale of action input / framerate <code><[[float]]></code>
: {{todo|How fast the vehicle turns/accelerates?}}
{{KV prop_static_base}}
{{KV Global}}
{{KV Origin}}
{{KV Targetname}}
{{KV Targetname}}
* {{KV Origin}}
* {{KV Global}}
* {{KV Angles}}
* {{KV DXLevelChoice}}
* {{KV Studiomodel}}
* '''solid'''
: <choices> Collisions - using other values may give undesired results
:{|
! Literal Value || Description
|-
| 0 || Not Solid
|-
| 2 || Use Bounding Box
|-
| 6 || Use VPhysics
|}
* '''screenspacefade'''
: {{boolean}} The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object onscreen, in pixels. The ''fademindist'' value will represent the number of pixels wide covered by the prop when it starts to fade, and the ''fademaxdist'' value will represent the *minimum* number of pixels wide covered by the prop when it fades.
* {{KV DistanceFade}}
* '''lightingorigin'''
: <target_destination> Select an [[info_lighting]] to specify a location to sample lighting from, instead of using this entity's origin.
* '''vehiclescript'''
: <string> Vehicle Script File
:{|
! Literal Value || Description || Comment
|-
| "scripts/vehicles/airboat.txt" || Airboat || Use [[prop_vehicle_airboat]]
|-
| "scripts/vehicles/apc.txt" || APC || Use [[prop_vehicle_apc]]
|-
| "scripts/vehicles/apc_npc.txt" || NPC Driven APC || Use [[prop_vehicle_apc]]
|-
| "scripts/vehicles/crane.txt" || Crane || Use [[prop_vehicle_crane]]
|-
| "scripts/vehicles/digger.txt" || --- ||
|-
| "scripts/vehicles/driveway.txt" || --- ||
|-
| "scripts/vehicles/fastdigger.txt" || --- ||
|-
| "scripts/vehicles/jetski.txt" || Jet Ski ||
|-
| "scripts/vehicles/prisoner_pod.txt" || Combine Prisoner Transportation Pod || Use [[prop_vehicle_prisoner_pod]]
|-
| "scripts/vehicles/reference_vehicle.txt" || Modify this to make your own vehicle, or use it alone! ||
|-
| "scripts/vehicles/jeep_test.txt" || Jeep || Use [[prop_vehicle_jeep]]
|-
| {{EP1 add|"scripts/vehicles/choreo_vehicle.txt"}} || Choreographed vehicle || Use [[prop_vehicle_choreo_generic]]
|-
| {{EP1 add|"scripts/vehicles/choreo_vehicle_ep1_dogintro.txt"}} || Episode 1 Dog Intro Choreo || Use [[prop_vehicle_choreo_generic]]
|-
| {{EP2 add|"scripts/vehicles/choreo_vehicle_ep2_barn1.txt"}} || Episode 2 Barn Scene Choreo || Use [[prop_vehicle_choreo_generic]]
|-
| {{EP2 add|"scripts/vehicles/choreo_vehicle_ep2_hangar.txt"}} || Episode 2 Hanger Ending Choreo || Use [[prop_vehicle_choreo_generic]]
|-
| {{EP2 add|"scripts/vehicles/choreo_vehicle_ep2_intro.txt"}} || Episode 2 Intro Choreo || Use [[prop_vehicle_choreo_generic]]
|-
| {{EP2 add|"scripts/vehicles/choreo_vehicle_ep2_Outland_02.txt"}} || Episode 2 Choreo || Use [[prop_vehicle_choreo_generic]]
|-
|-
| {{EP2 add|"scripts/vehicles/choreo_vehicle_ep2_playertrapped.txt"}} || Episode 2 Choreo || Use [[prop_vehicle_choreo_generic]]
|-
|-
| {{EP2 add|"scripts/vehicles/jalopy.txt"}} || Episode 2 Jalopy (Charger) || Use [[prop_vehicle_jeep]]
|}
* '''actionScale'''
: <float> Scale of action input / framerate
[[Category:Vehicle Entities]]
[[Category:Vehicle Entities]]
}}

Revision as of 03:44, 27 July 2009

BaseVehicle:
Vehicle Script File <string>
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 <float>
Todo: How fast the vehicle turns/accelerates?

Template:KV prop static base

Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities