Func vehicle (GoldSrc): Difference between revisions
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Kestrelguy (talk | contribs) (Created based off of Counter-Strike.fgd.) |
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== Description == | == Description == | ||
An entity that behaves like {{ent|func_tracktrain}} coupled with {{ent|func_traincontrols}} | An entity that behaves like {{ent|func_tracktrain}} coupled with {{ent|func_traincontrols}}; however, it moves freely along the world and changes angles according to collision much like a real vehicle, albeit more primitive. | ||
This entity is never used at all, and appears to be a functional unused entity. It also isn't a base {{ | This entity is never used at all, and appears to be a functional unused entity. It also isn't a base {{Gldsrc|2}} entity as it does not work in Half-Life or any other game. | ||
This entity uses a unique brush entity to control it, called {{ent|func_vehiclecontrols}}. | This entity uses a unique brush entity to control it, called {{ent|func_vehiclecontrols}}. |
Revision as of 11:20, 24 May 2022



This entity is also available as func_vehicle for the Source 1 engine.
func_vehicle
is a brush entity only available in Counter-Strike.
Description
An entity that behaves like func_tracktrain coupled with func_traincontrols; however, it moves freely along the world and changes angles according to collision much like a real vehicle, albeit more primitive.
This entity is never used at all, and appears to be a functional unused entity. It also isn't a base GoldSrc entity as it does not work in Half-Life or any other game.
This entity uses a unique brush entity to control it, called func_vehiclecontrols.
Keyvalues
- First stop target (target) <targetname>
- Sound (sounds) <choices>
Choices:
*<blank>: None
- 1: Vehicle 1
- 2: Vehicle 2
- 3: Vehicle 3
- 4: Vehicle 4
- 5: Vehicle 6
- 6: Vehicle 7
- Length of the vehicle (length) <integer>
- Default is 256.
- Width of the vehicle (width) <integer>
- Default is 128.
- Height above track (height) <integer>
- Default is 4.
- Initial speed (startspeed) <integer>
- Speed (units per second) (speed) <integer>
Warning:"Things go wrong" if speed is 2000 or greater, according to the FGD.
- Damage on crush (dmg) <integer>
- Volume (10=loudest) (volume) <integer 0–10>
- Default is 10.
- Bank angle on turns (bank) <string>
- Minimum light level (_minlight) <string>
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Minimum light level (_minlight) <normal>
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Flags
- No Pitch (X-rot) : [1]
- No User Control : [2]
- Passable : [8]