Prop vehicle airboat: Difference between revisions
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Confirm:It was definitely used in a couple hilarious Portal speedruns, but is it available as a map object?
Warning:This entity doesn't work in
Half-Life 2: Deathmatch.
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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Prop vehicle airboat}}{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=prop_vehicle_airboat}} It is also available in {{portal|4}}. It is a drivable airboat. | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Prop vehicle airboat}} | ||
{{CD|CPropAirboat|base=CPropVehicleDriveable|file1=1}} | |||
{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=prop_vehicle_airboat}} It is also available in {{portal|4}}. It is a drivable airboat. | |||
{{confirm|It was definitely used in a couple hilarious ''Portal'' speedruns, but is it available as a map object?}} | {{confirm|It was definitely used in a couple hilarious ''Portal'' speedruns, but is it available as a map object?}} | ||
{{warning|This entity doesn't work in {{hl2dm|4}}.}} | {{warning|This entity doesn't work in {{hl2dm|4}}.}} | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|EnableGun|bool|Whether the airboat's gun is enabled or disabled.}} | |||
{{KV BaseDriveableVehicle}} | {{KV BaseDriveableVehicle}} | ||
==Inputs== | ==Inputs== | ||
{{IO|EnableGun|Enables or disables the airboat gun and associated crosshair.|param=bool}} | {{IO|EnableGun|Enables or disables the airboat gun and associated crosshair.|param=bool}} | ||
{{IO|StartRotorWashForces|The airboat will start to be blown around by helicopter rotor wash (if present).}} | {{IO|StartRotorWashForces|The airboat will start to be blown around by helicopter rotor wash (if present).}} | ||
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{{IO|Entervehicle|Force the player to enter the vehicle.}} | {{IO|Entervehicle|Force the player to enter the vehicle.}} | ||
{{IO|Exitvehicle|Force the player to exit the vehicle.}} | {{IO|Exitvehicle|Force the player to exit the vehicle.}} | ||
{{Warning|Using the input ExitVehicle on multiple airboats at one time will cause the game to crash.}} | :{{Warning|Using the input ExitVehicle on multiple airboats at one time will cause the game to crash.}} | ||
{{I BaseDriveableVehicle|base=1}} | |||
== | == See Also == | ||
{{ | * {{ent|prop_vehicle}} |
Revision as of 07:24, 2 July 2024


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CPropAirboat |
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prop_vehicle_airboat
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch. It is also available in
Portal. It is a drivable airboat.



Keyvalues
- 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
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.txt
choreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:
choreo_vehicle_ep2_barn1.txt
choreo_vehicle_ep2_hangar.txt
choreo_vehicle_ep2_intro.txt
choreo_vehicle_ep2_Outland_02.txt
choreo_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
- EnableGun <boolean >
- Enables or disables the airboat gun and associated crosshair.
- StartRotorWashForces
- The airboat will start to be blown around by helicopter rotor wash (if present).
- StopRotorWashForces
- The airboat will no longer be blown around by helicopter rotor wash.
- Entervehicle
- Force the player to enter the vehicle.
- Exitvehicle
- Force the player to exit the vehicle.
Warning:Using the input ExitVehicle on multiple airboats at one time will cause the game to crash.
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.
See Also
Categories:
- TODO rewrite lang to LanguageBar
- CBaseAnimating
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Vehicle Entities