Prop vehicle jeep: Difference between revisions
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Tip:Use info_target_vehicle_transition entities to crate a transtition point.
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; <code>StartRemoveTauCannon</code> | ; <code>StartRemoveTauCannon</code> | ||
; Makes the Tau Cannon move to where you look at, making it unusable. | |||
; <code>FinishRemoveTauCannon</code> | ; <code>FinishRemoveTauCannon</code> | ||
: | : Removes the Tau Cannon, making it unusable. It also hides the aiming crosshair. | ||
; <code>LockEntrance</code> | ; <code>LockEntrance</code> | ||
; <code>UnlockEntrance</code> | ; <code>UnlockEntrance</code> | ||
Revision as of 09:29, 21 August 2013
Template:Hl2 point It is a drivable vehicle; unfortunately Half-Life 2 and Episode Two both use it for different vehicles and this entity will not work in Half Life 2: Deathmatch!
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:- 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.txtchoreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:choreo_vehicle_ep2_barn1.txtchoreo_vehicle_ep2_hangar.txtchoreo_vehicle_ep2_intro.txtchoreo_vehicle_ep2_Outland_02.txtchoreo_vehicle_ep2_playertrapped.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
StartRemoveTauCannon- Makes the Tau Cannon move to where you look at, making it unusable.
FinishRemoveTauCannon- Removes the Tau Cannon, making it unusable. It also hides the aiming crosshair.
LockEntranceUnlockEntranceLockExitUnlockExit- 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 addTemplate: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 addTemplate: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 <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
OnCompanionEnteredVehicleOnCompanionExitedVehicle- Player companion has entered/exited the vehicle.
OnHostileEnteredVehicleOnHostileExitedVehicle- 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/+attack2key.
- AttackAxis <float>
- Attack2Axis <float>
- !activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of theattack/attack2buttons (can only be 0 or 1). Also called when the player exits the vehicle.