Template:KV BaseVehicle
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- Template:Kv origin
- Template:Kv global
- Template:Kv angles
- Template:Kv dxlevelchoice
- Template:Kv studiomodel
- solid
- <choices> Collisions - using other values may give undesired results
Literal Value Description 0 Not Solid 2 Use Bounding Box 6 Use VPhysics
- screenspacefade
- <boolean> The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object onscreen, in pixels. The fademindist value will represent the number of pixels wide covered by the prop when it starts to fade, and the fademaxdist value will represent the *minimum* number of pixels wide covered by the prop when it fades.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
- lightingorigin
- <target_destination> Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
- vehiclescript
- <string> Vehicle Script File
Literal Value Description Comment "scripts/vehicles/airboat.txt" Airboat Use prop_vehicle_airboat "scripts/vehicles/apc.txt" APC Use prop_vehicle_apc "scripts/vehicles/apc_npc.txt" NPC Driven APC Use prop_vehicle_apc "scripts/vehicles/crane.txt" Crane Use prop_vehicle_crane "scripts/vehicles/digger.txt" --- "scripts/vehicles/driveway.txt" --- "scripts/vehicles/fastdigger.txt" --- "scripts/vehicles/jetski.txt" Jet Ski "scripts/vehicles/prisoner_pod.txt" Combine Prisoner Transportation Pod Use prop_vehicle_prisoner_pod "scripts/vehicles/reference_vehicle.txt" Modify this to make your own vehicle, or use it alone! "scripts/vehicles/jeep_test.txt" Jeep Use prop_vehicle_jeep Template:Ep1 add Choreographed vehicle Use prop_vehicle_choreo_generic Template:Ep1 add Episode 1 Dog Intro Choreo Use prop_vehicle_choreo_generic Template:Ep2 add Episode 2 Barn Scene Chereo Use prop_vehicle_choreo_generic Template:Ep2 add Episode 2 Hanger Ending Chereo Use prop_vehicle_choreo_generic Template:Ep2 add Episode 2 Intro Chereo Use prop_vehicle_choreo_generic Template:Ep2 add Episode 2 Chereo Use prop_vehicle_choreo_generic Template:Ep2 add Episode 2 Chereo Use prop_vehicle_choreo_generic Template:Ep2 add Episode 2 Jalopy (Charger) Use prop_vehicle_jeep
- actionScale
- <float> Scale of action input / framerate