Prop vehicle choreo generic

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Revision as of 01:41, 30 December 2018 by Loudslappingsounds (talk | contribs) (looked at some things)
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Template:Base point multi

Entity Description

Generic Choreo vehicle used for scripted and complicated scenes and events.

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?


  • model
<studio> World model
  • ignoremoveparent
<boolean> Should the player ignore this vehicle's move parent when performing exit checks.
  • ignoreplayer
<boolean> If set, the player won't collide against this vehicle when moving around.

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 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.

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