Prop vehicle jeep: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
No edit summary
Line 1: Line 1:
{{wrongtitle|title=prop_vehicle_jeep}}
{{hl2 point|prop_vehicle_jeep}} It is a drivable vehicle; unfortunately [[Half-Life 2]] and [[Episode Two]] both use it for different vehicles!


== Entity description ==
{{todo|How to get the HL2 jeep when using the Ep2 codebase.}}
A jeep/buggy (drivable model) or {{EP2 add|a jalopy}}.


[[Image:Buggy.jpg|thumb|right|300px|A <code>prop_vehicle_jeep</code> using the ''models/buggy.mdl'' model.]]
<gallery widths="200px">
[[Image:Jalopy.PNG|thumb|right|300px|A <code>prop_vehicle_jeep</code> using the ''models/vehicle.mdl'' model.]]
File:Buggy.jpg | <code>models/buggy.mdl</code> (HL2)
File:Jalopy.PNG | <code>models/vehicle.mdl</code> (Ep2)
</gallery>


== Keyvalues ==
== Keyvalues ==
* {{KV BaseDriveableVehicle}}
 
* '''EnableGun'''
; EnableGun <code><[[boolean]]></code>
: {{boolean}} Whether the ''jeep'' gun is enabled or disabled.
: Whether the HL2 jeep's gun is enabled or disabled.
{{KV BaseDriveableVehicle}}


== Inputs ==
== Inputs ==
* {{I BaseDriveableVehicle}}
 
* '''StartRemoveTauCannon'''
; <code>StartRemoveTauCannon</code>
: Start the tau removal sequence.
; <code>FinishRemoveTauCannon</code>
* '''FinishRemoveTauCannon'''
: Finish/finish the HL2 Jeep's tau cannon removal sequence. {{todo|Does this work?}}
: Finish the tau removal sequence.
; <code>LockEntrance</code>
* '''{{EP1 add|LockEntrance}}'''
; <code>UnlockEntrance</code>
: Stops NPC's from entering the vehicle until unlocked.
; <code>LockExit</code>
* '''{{EP1 add|UnlockEntrance}}'''
; <code>UnlockExit</code>
: Allows NPC's to enter the vehicle.
: Allow/prevent NPCs from entering/exiting.
* '''{{EP1 add|LockExit}}'''
; <code>{{EP2 add|AddBusterToCargo}}</code>
: Stops NPC's from exiting the vehicle until unlocked.
: Adds a [[weapon_striderbuster|Magnusson]] holder to jalopy's rear bumper.
* '''{{EP1 add|UnlockExit}}'''
; <code>{{EP2 add|SetCargoHopperVisibility <[[bool]]>}}</code>
: Allows NPC's to exit the vehicle.
: Set the visibility of the Magnusson holder.
* '''{{EP2 add|SetCargoHopperVisibility <[[boolean]]>}}'''
; <code>{{EP2 add|EnableRadar}}</code>
: Set the visibility of the Magnusson device tray.
; <code>{{EP2 add|DisableRadar}}</code>
* '''{{EP2 add|AddBusterToCargo}}'''
: Adds/removes radar to/from the jalopy.
: Adds a Magnusson device to jalopy's cargo.
; <code>{{EP2 add|EnableRadarDetectEnemies}}</code>
* '''{{EP2 add|EnableRadar}}'''
: Adds a radar to the jalopy.
* '''{{EP2 add|EnableRadarDetectEnemies}}'''
: Same as EnableRadar, but now detects enemies as well as cargo beacons.
: Same as EnableRadar, but now detects enemies as well as cargo beacons.
* '''{{EP2 add|DisableRadar}}'''
; <code>{{EP2 add|EnablePhysGun}}</code>
: Removes the radar from the jalopy.
; <code>{{EP2 add|DisablePhysGun}}</code>
* '''{{EP2 add|EnablePhysGun}}'''
: Allow/disallow the [[weapon_physcannon|Gravity Gun]] to punt the jalopy.
: Allow physgun to punt jalopy.
{{I BaseDriveableVehicle}}
* '''{{EP2 add|DisablePhysGun}}'''
: Do not allow physgun to punt jalopy.


== Outputs ==
== Outputs ==
* {{O BaseDriveableVehicle}}
* '''{{EP1 add|OnCompanionEnteredVehicle}}'''
: Companion has entered the vehicle.
* '''{{EP1 add|OnCompanionExitedVehicle}}'''
: Companion has exited the vehicle.
* '''{{EP1 add|OnHostileEnteredVehicle}}'''
: Hostile has entered the vehicle.
* '''{{EP1 add|OnHostileExitedVehicle}}'''
: Hostile has exited the vehicle.


[[Category:Entities]]
; <code>OnCompanionEnteredVehicle</code>
; <code>OnCompanionExitedVehicle</code>
: Player companion has entered/exited the vehicle.
; <code>OnHostileEnteredVehicle</code>
; <code>OnHostileExitedVehicle</code>
: Player hostile has entered/exited the vehicle.
{{O BaseDriveableVehicle}}

Revision as of 04:10, 27 July 2009

Template:Hl2 point It is a drivable vehicle; unfortunately Half-Life 2 and Episode Two both use it for different vehicles!

Todo: How to get the HL2 jeep when using the Ep2 codebase.

Keyvalues

EnableGun <boolean>
Whether the HL2 jeep's gun is enabled or disabled.

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

StartRemoveTauCannon
FinishRemoveTauCannon
Finish/finish the HL2 Jeep's tau cannon removal sequence.
Todo: Does this work?
LockEntrance
UnlockEntrance
LockExit
UnlockExit
Allow/prevent NPCs from entering/exiting.
Template:EP2 add
Adds a Magnusson holder to jalopy's rear bumper.
Template:EP2 add
Set the visibility of the Magnusson holder.
Template:EP2 add
Template:EP2 add
Adds/removes radar to/from the jalopy.
Template:EP2 add
Same as EnableRadar, but now detects enemies as well as cargo beacons.
Template:EP2 add
Template:EP2 add
Allow/disallow the Gravity Gun to punt the jalopy.
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

OnCompanionEnteredVehicle
OnCompanionExitedVehicle
Player companion has entered/exited the vehicle.
OnHostileEnteredVehicle
OnHostileExitedVehicle
Player hostile has entered/exited the vehicle.

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.