prop_vehicle_jeep
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prop_vehicle_jeep
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch. It is a drivable vehicle with the ability to have a mounted Tau Cannon.
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:It must be given a model, otherwise the game will crash when loading the map.
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:This entity is unimplemented in Half-Life 2: Deathmatch .
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.
Todo: What exactly needs to be changed?
Note:The Episode Two car is also used in 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> !FGD
- Whether the Tau Cannon is enabled or disabled. Doesn't work correctly with the Episode Two jalopy model.
- Hopper Visible (cargovisible) <boolean> (only in )
- Is the Magnusson cargo hopper visible?
- No Hazard Lights (NoHazardLights) <boolean> (only in ) (also in )
- Stops the jalopy's hazard lights from turning on and flashing when the player exits the vehicle.
BaseDriveableVehicle:
- Starts locked (VehicleLocked) <boolean>
- 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 ) /jeep_test.txt
- prop_vehicle_choreo_generic:
- Half-Life 2: Episode One only:
choreo_vehicle.txt
choreo_vehicle_ep1_dogintro.txt
- Half-Life 2: Episode Two only:
choreo_vehicle_ep2_barn1.txt
choreo_vehicle_ep2_hangar.txt
choreo_vehicle_ep2_intro.txt
choreo_vehicle_ep2_Outland_02.txt
choreo_vehicle_ep2_playertrapped.txt
- 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 ) - p3_vehicle_segway:
segway.txt
(only in )
- prop_vehicle_airboat:
- Scale of action input / framerate (actionScale) <float>
- Todo: How fast the vehicle turns/accelerates?
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.
- AddBusterToCargo (only in )
- Adds a Magnusson holder to jalopy's rear bumper.
- SetCargoHopperVisibility <boolean> (only in )
- Set the visibility of the Magnusson holder.
- OutsideTransition !FGD
- Tells the vehicle to teleport to an info_target_vehicle_transition. Normally sent by trigger_changelevel when the vehicle is not inside a trigger_transition.
- EnablePhysGun (only in ) (also in )
- Enable gravity gun interactions with the jeep
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. Todo: 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.
Outputs
Todo: 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.