prop_vehicle_jeep

From Valve Developer Community
Revision as of 09:29, 21 August 2013 by Doublethinking (talk | contribs) (Inputs)
Jump to: navigation, search

<Half-Life 2> prop_vehicle_jeep is a point entity available in the Half-Life 2 series. 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.png Tip: Use info_target_vehicle_transition entities to crate a transtition point.

To do: 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)<bool>
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 <Half-Life 2: Episode Two><Half-Life 2: Episode Two>) / jeep_test.txt
  • prop_vehicle_choreo_generic:
    • choreo_vehicle.txt (only in <Half-Life 2: Episode One><Half-Life 2: Episode One>)
    • choreo_vehicle_ep1_dogintro.txt (only in <Half-Life 2: Episode One><Half-Life 2: Episode One>)
    • choreo_vehicle_ep2_barn1.txt (only in <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
    • choreo_vehicle_ep2_hangar.txt (only in <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
    • choreo_vehicle_ep2_intro.txt (only in <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
    • choreo_vehicle_ep2_Outland_02.txt (only in <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
    • choreo_vehicle_ep2_playertrapped.txt (only in <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
    • player_ending.txt (only in [Portal 2])
    • player_down.txt (only in [Portal 2])
    • br_player_look.txt (only in [Portal 2])
    • br_player_view.txt (only in [Portal 2])
  • 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 <SiN Episodes: Emergence>)
Scale of action input / framerate (actionScale) <float>
To do: How fast the vehicle turns/accelerates?

BasePropPhysics:

Physics Impact Damage Scale (physdamagescale) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
Mass Scale (massscale) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,....
Health Level to Override Motion (damagetoenablemotion) <integer>
If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion (forcetoenablemotion) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.

DXLevelChoice:

Minimum DX Level (mindxlevel) <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from <Left 4 Dead> Left 4 Dead onwards.
Warning.png Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices>

SystemLevelChoice (in all games since <Left 4 Dead>) :

Minimum Effect Details Level (mincpulevel) <choices> (in all games since <Left 4 Dead>)
Effect Details level of a user's lower than this will not render this entity.
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since <Left 4 Dead>)
Effect Details level of a user's higher than this will not render this entity.
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Note.png Note: The commandcpu_levelrelates to Effect Details, thus the keys's names.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since <Left 4 Dead>)
Shader Details levels (orgpu_levelcommand) lower than this will not render this object.
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since <Left 4 Dead>)
Shader Details levels (orgpu_levelcommand) higher than this will not render this object.
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
Note.png Note: The commandgpu_levelrelates to Shader Details, thus the keys's names.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in <Garry's Mod>)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in <Garry's Mod>)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

Global:

Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

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.
AddBusterToCargo (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Adds a Magnusson holder to jalopy's rear bumper.
SetCargoHopperVisibility <bool(in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Set the visibility of the Magnusson holder.
EnableRadar (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
DisableRadar (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Adds/removes radar to/from the jalopy.
EnableRadarDetectEnemies (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Same as EnableRadar, but now detects enemies as well as cargo beacons.
EnablePhysGun (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
DisablePhysGun (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
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 <float>
Set the speed of the action animation. To do: 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.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

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

BaseDriveableVehicle:

PlayerOn
PlayerOff
Player entered/exited the vehicle. (activator is the player)
PressedAttack
PressedAttack2
Player pressed the +attack/+attack2 key.
AttackAxis <boolean>
Attack2Axis <boolean>
State of the attack/attack2 buttons. Also called when the player exits the vehicle.

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.