Prop vehicle jeep

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Template:Hl2 point It is a drivable vehicle; unfortunately Half-Life 2 and Episode Two both use it for different vehicles and this entity will not work in Half Life 2: Deathmatch!

Tip.pngTip:Use info_target_vehicle_transition entities to crate a transtition point.
Todo: How to get the HL2 jeep when using the Ep2 codebase.

Keyvalues

EnableGun <boolean>
Whether the HL2 jeep's gun is enabled or disabled.

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

StartRemoveTauCannon
Makes the Tau Cannon move to where you look at, making it unusable.
FinishRemoveTauCannon
Removes the Tau Cannon, making it unusable. It also hides the aiming crosshair.
LockEntrance
UnlockEntrance
LockExit
UnlockExit
Allow/prevent NPCs from entering/exiting.
Template:EP2 add
Adds a Magnusson holder to jalopy's rear bumper.
Template:EP2 add
Set the visibility of the Magnusson holder.
Template:EP2 add
Template:EP2 add
Adds/removes radar to/from the jalopy.
Template:EP2 add
Same as EnableRadar, but now detects enemies as well as cargo beacons.
Template:EP2 add
Template:EP2 add
Allow/disallow the Gravity Gun to punt the jalopy.
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

OnCompanionEnteredVehicle
OnCompanionExitedVehicle
Player companion has entered/exited the vehicle.
OnHostileEnteredVehicle
OnHostileExitedVehicle
Player hostile has entered/exited the vehicle.

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.