Difference between revisions of "Template:KV BaseVehicle"

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(Add P2 vehicle scripts and {{only}} tags)
(Vehicles do not have prop_static keyvalues)
 
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; Scale of action input / framerate <code>(actionScale)</code> <code><[[float]]></code>
 
; Scale of action input / framerate <code>(actionScale)</code> <code><[[float]]></code>
 
: {{todo|How fast the vehicle turns/accelerates?}}
 
: {{todo|How fast the vehicle turns/accelerates?}}
{{KV prop_static_base}}
+
{{KV BasePropPhysics}}
 
{{KV Global}}
 
{{KV Global}}
 
{{KV Origin}}
 
{{KV Origin}}
 
{{KV Targetname}}
 
{{KV Targetname}}
{{KV GMOD}}
 
 
[[Category:Vehicle Entities]]
 
[[Category:Vehicle Entities]]
 
}}<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude>
 
}}<noinclude>[[Category:Keyvalue Templates|BaseVehicle]]</noinclude>

Latest revision as of 20:45, 2 May 2021

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.