Template:KV BaseVehicle: Difference between revisions

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m (Added the vehicle from sin episodes to the list of vehicle script files)
m (Added to Keyvalue Templates Category)
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{{KV GMOD}}
{{KV GMOD}}
[[Category:Vehicle Entities]]
[[Category:Vehicle Entities]]
}}
}}<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude>

Revision as of 17:43, 14 January 2020

BaseVehicle:
Vehicle Script File <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 <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

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!