prop_vehicle_jeep

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Half-Life 2 prop_vehicle_jeep is a point entity available in the Half-Life 2 series. It is a drivable vehicle with the ability to have a mounted Tau Cannon.

models/buggy.mdl, the Half-Life 2 jeep model
models/vehicle.mdl, the Episode Two jeep model

Half-Life 2: Episode TwoHalf-Life 2: Episode Two Half-Life 2: Episode Two gives the vehicle some additional functionality, including blinking hazard lights, a radar that detects specific targets, a holder for Magnusson devices, and various additional inputs.

Warning.png Warning: It must be given a model, otherwise the game will crash when loading the map.
Tip.png Tip:  In Episode Two, info_target_vehicle_transition entities can be used to create points that the car is teleported to during a map transition, in case the player leaves it behind.
Note.png Note: This entity is unimplemented in Half-Life 2 Half-Life 2: Deathmatch.
Note.png Note: It's possible to use the original buggy model and script in Episode Two, and the Tau Cannon is even still functional if enabled. However, the added hazard lights become misplaced below the car as the original model is missing attachments for them. A modified model could be used to move them to a reasonable position, but the code would need to be modified to remove them entirely like in HL2. To do: What exactly needs to be changed?
Note.png Note: The Episode Two car is also used in Portal Portal, but the resources aren't included by default. Additionally, the radar causes a crash due to an unregistered user message.


Keyvalues

Enable Gun (EnableGun) <boolean>
Whether the Tau Cannon is enabled or disabled. Doesn't work correctly with the Episode Two jalopy model.
Hopper Visible (cargovisible) <boolean> (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Is the Magnusson cargo hopper visible?
No Hazard Lights (NoHazardLights) <boolean> (only in <Mapbase>)
Stops the jalopy's hazard lights from turning on and flashing when the player exits the vehicle.

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 TwoHalf-Life 2: Episode Two) / jeep_test.txt
  • prop_vehicle_choreo_generic:
    • choreo_vehicle.txt (only in Half-Life 2: Episode OneHalf-Life 2: Episode One)
    • choreo_vehicle_ep1_dogintro.txt (only in Half-Life 2: Episode OneHalf-Life 2: Episode One)
    • choreo_vehicle_ep2_barn1.txt (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
    • choreo_vehicle_ep2_hangar.txt (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
    • choreo_vehicle_ep2_intro.txt (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
    • choreo_vehicle_ep2_Outland_02.txt (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
    • choreo_vehicle_ep2_playertrapped.txt (only in Half-Life 2: Episode TwoHalf-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)
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:

Minimum Effect Details Level (mincpulevel) <choices> (in all games since Left 4 Dead)
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.

Note.png Note: The key's names is because of thecpu_levelcommand; the command Effect Details uses.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since Left 4 Dead)
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.

Note.png Note: The key's names is because of thegpu_levelcommand; the command Shader Details uses.

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.
FinishRemoveTauCannon
Fully removes the Tau Cannon, making it unusable. It also hides the aiming crosshair.
LockEntrance  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Stops NPCs from entering the vehicle until unlocked.
UnlockEntrance  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Allows NPCs to enter the vehicle.
LockExit  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Stops NPCs from exiting the vehicle until unlocked.
UnlockExit  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Allows NPCs to exit the vehicle.
AddBusterToCargo  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Adds a Magnusson holder to jalopy's rear bumper.
SetCargoHopperVisibility <boolean> (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Set the visibility of the Magnusson holder.
EnableRadar  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Turn on the Jalopy radar.
DisableRadar  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Turn off the Jalopy radar.
EnableRadarDetectEnemies  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Allow the Jalopy radar to detect Striders and Hunters.
EnablePhysGun  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two) (also in <Mapbase>)
Enable gravity gun interactions with the jeep
DisablePhysGun  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two) (also in <Mapbase>)
Disable gravity gun interactions with the jeep
EnableHazardLights  (only in <Mapbase>)
Enable the jalopy's hazard lights.
DisableHazardLights  (only in <Mapbase>)
Disable the jalopy's hazard lights

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  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Companion has entered the vehicle.
OnCompanionExitedVehicle  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Companion has exited the vehicle.
OnHostileEnteredVehicle  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Hostile has entered the vehicle.
OnHostileExitedVehicle  (only in Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Hostile has exited the vehicle.

To do: Can the hostile versions ever actually fire?

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.