prop_vehicle_prisoner_pod

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Revision as of 14:37, 27 December 2011 by Nebual (talk | contribs)
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Prop vehicle prisoner pod.jpg

Template:Hl2 point

Combine prisoner pod that the player can ride in.

If mapping for Garry's Mod 11+, using any models/nova/ models (ie models\nova\jeep_seat.mdl) with this class will utilize proper sitting animations and is ideal for chairs. To utilize a custom chair model and maintain proper animations:

  1. Place the 'prisoner_pod nova chair' inside the visual prop_static chair (with your custom model)
  2. Parent the 'prisoner_pod nova chair' to a prop_dynamic to prevent it from moving via the keyvalue 'parentname'
  3. Set the keyvalue 'rendermode' to 10 for the 'prisoner_pod nova chair' to disable rendering it.
  4. (optional) Set the keyvalue 'limitview' to 0

Keyvalues

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • 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.
  • Open
Plays the pod's open animation and unlocks the pod for entry or exit.
  • Close
Plays the pod's close animation and locks the pod for entry or exit.
  • EnterVehicle
Forces the activator (or player) into the pod.
  • EnterVehicleImmediate
Forces the activator (or player) into the pod without enter/exit animations.
  • ExitVehicle
Boots the prisoner out of the pod.

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.
  • OnOpen
Fired when the pod is open enough to enter.
  • OnClose
Fired when the pod too closed to enter.