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Emp vehicle: Difference between revisions

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(Created page with "{{infotable |emp_vehicle |type=e0 |engine=2 |in={{Empires|4}} }} {{Empires topicon}} {{this is a|e0|game=Empires|name=emp_vehicle}} This entity is a vehicle. {{Warning|You can...")
 
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==Keyvalues==
==Keyvalues==
/*{{KV|start}}*/
<!--{{KV|start}}-->
{{KV BaseDriveableVehicle}}
{{KV BaseDriveableVehicle}}
/*{{KV|end}}*/
<!--{{KV|end}}-->


==Inputs==
==Inputs==
* {{I BaseDriveableVehicle}}
{{I BaseDriveableVehicle}}


==Outputs==
==Outputs==
* {{O BaseDriveableVehicle}}
{{O BaseDriveableVehicle}}


==See also==
==See also==
* [[prop_vehicle_driveable]] - The base class this entity inherits from.
* [[prop_vehicle_driveable]] - The base class this entity inherits from.

Revision as of 11:55, 27 January 2024

emp_vehicle
TypePoint entity
EngineSource Source
AvailabilityEmpires Empires
 

emp_vehicle is an e0 available in Empires Empires. This entity is a vehicle.

Warning.pngWarning:You cannot place emp_vehicle entities into your level. Currently, you must use the emp_vehicle_preset and emp_vehicle_spawner entities.

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?


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.

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.


See also