Template:KV BaseVehicle: Difference between revisions
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(Add P2 vehicle scripts and {{only}} tags) |
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:* [[prop_vehicle_crane]]: <code>crane.txt</code> | :* [[prop_vehicle_crane]]: <code>crane.txt</code> | ||
:* [[prop_vehicle_prisoner_pod]]: <code>prisoner_pod.txt</code> | :* [[prop_vehicle_prisoner_pod]]: <code>prisoner_pod.txt</code> | ||
:* [[prop_vehicle_jeep]]: | :* [[prop_vehicle_jeep]]: <code>jalopy.txt</code> {{only|{{ep2}}}} / <code>jeep_test.txt</code> | ||
:* [[prop_vehicle_choreo_generic]]: | :* [[prop_vehicle_choreo_generic]]: | ||
:** <code>choreo_vehicle.txt</code> | :** <code>choreo_vehicle.txt</code> {{only|{{ep1}}}} | ||
:** <code>choreo_vehicle_ep1_dogintro.txt</code> | :** <code>choreo_vehicle_ep1_dogintro.txt</code> {{only|{{ep1}}}} | ||
:** <code>choreo_vehicle_ep2_barn1.txt</code> | :** <code>choreo_vehicle_ep2_barn1.txt</code> {{only|{{ep2}}}} | ||
:** <code>choreo_vehicle_ep2_hangar.txt</code> | :** <code>choreo_vehicle_ep2_hangar.txt</code> {{only|{{ep2}}}} | ||
:** <code>choreo_vehicle_ep2_intro.txt</code> | :** <code>choreo_vehicle_ep2_intro.txt</code> {{only|{{ep2}}}} | ||
:** <code>choreo_vehicle_ep2_Outland_02.txt</code> | :** <code>choreo_vehicle_ep2_Outland_02.txt</code> {{only|{{ep2}}}} | ||
:** <code>choreo_vehicle_ep2_playertrapped.txt</code> | :** <code>choreo_vehicle_ep2_playertrapped.txt</code> {{only|{{ep2}}}} | ||
:** <code>player_ending.txt</code> {{only|{{portal2}}}} | |||
:** <code>player_down.txt</code> {{only|{{portal2}}}} | |||
:** <code>br_player_look.txt</code> {{only|{{portal2}}}} | |||
:** <code>br_player_view.txt</code> {{only|{{portal2}}}} | |||
:* There is also <code>reference_vehicle.txt</code>, which you can modify to make your own vehicle or use as-is. | :* There is also <code>reference_vehicle.txt</code>, which you can modify to make your own vehicle or use as-is. | ||
:* [[prop_vehicle_sin]]: <code>sincar.txt</code> / <code>sincar_pit.txt</code> {{sin | :* [[prop_vehicle_sin]]: <code>sincar.txt</code> / <code>sincar_pit.txt</code> {{only|{{sin}}}} | ||
; Scale of action input / framerate <code>(actionScale)</code> <code><[[float]]></code> | ; Scale of action input / framerate <code>(actionScale)</code> <code><[[float]]></code> | ||
: {{todo|How fast the vehicle turns/accelerates?}} | : {{todo|How fast the vehicle turns/accelerates?}} |
Revision as of 20:42, 2 May 2021
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:
choreo_vehicle.txt
(only in)
choreo_vehicle_ep1_dogintro.txt
(only in)
choreo_vehicle_ep2_barn1.txt
(only in)
choreo_vehicle_ep2_hangar.txt
(only in)
choreo_vehicle_ep2_intro.txt
(only in)
choreo_vehicle_ep2_Outland_02.txt
(only in)
choreo_vehicle_ep2_playertrapped.txt
(only in)
player_ending.txt
(only in)
player_down.txt
(only in)
br_player_look.txt
(only in)
br_player_view.txt
(only in)
- 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)
- prop_vehicle_airboat:
- Scale of action input / framerate
(actionScale)
<float>
- Todo: How fast the vehicle turns/accelerates?
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
ortarget
).
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
)
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools) <string> (only in
)
- 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!