prop_vehicle_choreo_generic
		
		
		
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prop_vehicle_choreo_generic  is a   point entity  available in  Half-Life 2 series and
 Half-Life 2 series and  Portal series. It is a generic vehicle used for scripted scenes and other complicated events.
 Portal series. It is a generic vehicle used for scripted scenes and other complicated events.
|  Class hierarchy | 
|---|
| CPropVehicleChoreoGeneric | 
|  vehicle_choreo_generic.cpp | 
Keyvalues
- World model (model) <model path>
- Ignore Move Parent on Exit (ignoremoveparent) <boolean>
- Should the player ignore this vehicle's move parent when performing exit checks?
- Ignore Player collision (ignoreplayer) <boolean>
- If set, the player won't collide against this vehicle when moving around.
- player can shoot (playercanshoot)  <boolean> (only in  ) )
- Allow using weapons while inside of the vehicle.
- use attachment eyes (useattachmenteyes)  <boolean> (only in  ) )
- Todo: Document me
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: Half-Life 2: Episode One only:
- choreo_vehicle.txt
- choreo_vehicle_ep1_dogintro.txt
 Half-Life 2: Episode Two only: 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
 Portal 2 only: Portal 2 only:
- player_ending.txt
- player_down.txt
- br_player_look.txt
- br_player_view.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
- Open
- Plays the vehicle's open animation and unlocks the vehicle for entry or exit.
- Close
- Plays the vehicle's close animation and locks the vehicle for entry or exit.
- EnterVehicle
- Forces the activator (or player) into the vehicle.
- EnterVehicleImmediate
- Forces the activator (or player) into the vehicle without enter/exit animations.
- ExitVehicle
- Boots the activator (or player) out of the vehicle.
- ViewLock <boolean>
- Set true to prevent player from looking around *at all*. Set false to let player look within limits.
- SetAnimation <string>
- Force the prop to play an animation. The parameter should be the name of the animation.
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.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
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/+attack2key.
- AttackAxis <float>
- Attack2Axis <float>
- !activator = the player when exitting the vehicle other-wise it's this entity
 !caller = this entity
 State of theattack/attack2buttons (can only be 0 or 1). Also called when the player exits the vehicle.
- OnOpen
- Fired when the vehicle is open enough to enter.
- OnClose
- Fired when the vehicle too closed to enter.