Prop vehicle sin

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List of SE1 entities

Prop vehicle sin.png

SiN Episodes This is a point entity available in Sin Episodes. It is a driveable sedan type of vehicle with two front doors, compartment door, openable hood, radio, gears, useable windows and sunroof etc. for the player to use. It is possible for scripted NPC's to drive the vehicle but for the player as well, except it is not used in any sequence in the final version of game and was properly planned for use in upcoming episodes. All of the outer components such as the doors are all fully detachable from the main vehicle once they individually have recieved enough damage, but the vehicle's body is not in contrast to the variable available for health which seems to have no effect no matter the amount of damage applied to it. The player is able to interact with the vehicle by opening and closing the windows, drive, leaning and shooting out, toggle the radio, using the passenger compartment, change gears, toggle the front window wipers etc. It also as a build in monitor that can be attached to a camera placed somewhere in the world, activated and changed upon its usage for the scene currently playing out.


Health <integer>
The health of the vehicle.
Bug.png Bug:  The vehicle is invunerable no matter what, making this obsolete.
EnableUse <integer>
Enable vehicle use system (0: Disable, 1: Enable).
ViewsLocked <integer>
Lock passenger views (0: Disable, 1: Enable).
InfiniteAmmo <integer>
Give infinite ammo to the passengers (0: Disable, 1: Enable).
Invunerable <integer>
Cannot be destroyed if invunerable.
DamageTolerance <float>
Damage Tolerance.
MonitorActive <integer>
Vehicle Monitor Active.
MonitorName <string>
Monitor Camera Name.
HintsEnable <integer>
Enable Hints.

To do:  What qualifies as a hint?

DriverDoorLocked <integer>
Driver's door is locked (0: Disable, 1: Enable).


Starts locked (VehicleLocked)<bool>
Players cannot enter vehicle until it is unlocked.


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?


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.


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>


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.


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


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.


SetView <integer>
Set the activators view inside the vehicle.
LockView <integer>
Lock all passenger views.
SetRadioStation <integer>
Set the radio station.
SetCamera <string>
Set Monitor Camera.
EnableUse <boolean>
Enable or disable use function inside vehicle (0: Disable, 1: Enable).
EnableHints <integer>
Enable or disable hints (0: Disable, 1: Enable).
EnableAmmo <integer>
Enable or disable ammo. Will provide the player with full ammunition once the reserve is depleted, including special types (0: Disable, 1: Enable).
Bug.png Bug:  Does not seem to stock the player's special ammo for the magnum gun.
ExitVehicle <integer>
Forces passenger into/out of the vehicle role (0: Driver, 1: Passenger, 2: Gunner).
CloseDoor <integer>
Opens/closes a specific door (0: Driver, 1: Passenger, 2: Compartment, 3: Bonnet).
CloseWindow <integer>
Open/close a specific window (0: Driver, 1: Passenger, 2: Behind Passenger, 3: Behind Driver).
Turn radio on/off.
Open/close all doors.
Open/close all windows.
Turn on/off headlights.
Bug.png Bug:  The headlights is rotated 90 degress the wrong way.
Turn on/off wipers.
Turn monitor on/off.


Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.


Action <float>
Set the speed of the action animation. To do: What does this mean?
Start engine and enable throttle.
Stop engine, disable throttle, engage brakes.
Prevent/allow the player from entering or exiting the vehicle.


Removes this entity from the world.
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.
SetVehicleVolume <float>
Set the volume for vehicle sounds (0.0 - 1.0).


Door opened event.
Door closed event.
Window opened event.
Window closed event.
This output is triggered when a vehicle use box is used, the activator is the user of the use box.
This output is triggered when a passenger in the vehicle changes views.


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


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.