Prop vehicle airboat: Difference between revisions

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* '''StopRotorWashForces'''
* '''StopRotorWashForces'''
: The airboat will no longer be blown around by the helicopter rotor wash.
: The airboat will no longer be blown around by the helicopter rotor wash.
* '''Entervehicle'''
: Force The Player To Enter The Vehicle.
* '''Exitvehicle'''
: Force The Player To Exit The Vehicle.
{{Warning|Using The Input ExitVehicle On Multiple Airboats At A Time Will Cause The Game To Crash.}}


==Outputs==
==Outputs==

Revision as of 16:57, 11 July 2011

Template:Wrongtitle

Entity Description

A prop_vehicle_airboat (using its default model models/airboat.mdl).

An airboat. (Driveable model.)

Keyvalues

  • 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?


  • EnableGun
<boolean> Whether the airboat's gun is enabled or disabled.

Inputs

  • 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.
Enables or disables the airboat gun and associated crosshair.
  • StartRotorWashForces
The airboat will start to be blown around by the helicopter rotor wash.
  • StopRotorWashForces
The airboat will no longer be blown around by the helicopter rotor wash.
  • Entervehicle
Force The Player To Enter The Vehicle.
  • Exitvehicle
Force The Player To Exit The Vehicle.
Warning.pngWarning:Using The Input ExitVehicle On Multiple Airboats At A Time Will Cause The Game To Crash.

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.