Moderator elections are being held. See Valve Developer Community:Moderator elections for more details.
Users who would like to run for moderator must be autoconfirmed and have at least 100 edits. Users can check their own edit count at Special:Preferences.
Users who would like to run for moderator must be autoconfirmed and have at least 100 edits. Users can check their own edit count at Special:Preferences.
func_vehicle
This article needs more links to other articles to help integrate it into the encyclopedia. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
... 
func_vehicle is a brush entity available in Jabroni Brawl: Episode 3.
Contents
Description
An entity that behaves like func_tracktrain coupled with func_traincontrols. It however moves freely along the world and changes angles according to collision much like a real vehicle, albeit being more primitive.
This entity uses a unique brush entity to control it, called func_vehiclecontrols.
Keyvalues
BaseTrain:
- First Stop Target
(target)<targetname> - The name of the first
path_trackin the train's path. The train will spawn at thispath_track. It will also turn to face the direction indicated by the "Orientation Type" setting.
- Max Speed (units/second)
(startspeed)<integer> - The maximum speed that this train can move. Any speeds applied to this train, such as by
path_tracks orSetSpeedinputs, will be clipped to this maximum value.
- Initial Speed (units/second)
(speed)<integer> - The speed that the train will move at after it spawns, 0 = stopped.
- Change Velocity
(velocitytype)<choices> - The method through which this train changes its velocity as it moves along the path.
- 0 : Instantaneously
- 1 : Linear blend
- 2 : Ease in/ease out
- Change angles
(orientationtype)<choices> - The method through which this train changes its orientation as it moves along the path.
- 0 : Never (always fixed orientation)
- 1 : Near paths
- 2 : Linear blend
- 3 : Ease in/ease out
- Distance Between the Wheels
(wheels)<integer> - Used for turning and stopping.
Tip:Increase the value for smoother turns.
- Height above track
(height)<integer> - The height above the track that this train moves.
- Bank Angle on Turns
(bank)<string> - The angle at which the train will "bank" or tilt when approaching a turn. Use positive or negative angle numbers close to 0 (i.e., between -5 and +5, depending on left or right) to achieve realistic tilt angles.
- Damage on Crush
(dmg)<integer> - The amount of damage this train does to entities that block it.
- Minimum Light Level
(_minlight)<string> - The minimum level of ambient light that hits this brush.
- Move Sound
(MoveSound)<sound> - A sound that is played (and looped) while the train is moving.
- Move Ping Sound
(MovePingSound)<sound> - A sound that is played more frequently as the train speeds up.
- Start Sound
(StartSound)<sound> - A sound played when the train starts moving.
- Stop Sound
(StopSound)<sound> - A sound played when the train stops moving.
- Volume (10 = loudest)
(volume)<integer> - Volume of the sound when the train is moving.
- Min pitch (1-255, 100 = normal)
(MoveSoundMinPitch)<integer> - The sound pitch value that the train will approach as it comes to a stop.
- Max pitch (1-255, 100 = normal)
(MoveSoundMaxPitch)<integer> - The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the "Use max speed for pitch shifting move sound" flag is not set).
- Min move sound interval
(MoveSoundMinTime)<float> - Minimum interval at which to play the move ping sound.
- Max move sound interval
(MoveSoundMaxTime)<float> - Maximum interval at which to play the move ping sound.
- Manual Train Speed
(manualspeedchanges)<boolean> - Train Speed is controlled through IO, handles accel, decel times.
- Manual Accel Speed
(manualaccelspeed)<float> - Units per second to accelerate to target speed.
- Manual Decel Speed
(manualdecelspeed)<float> - Units per second to decelerate to target speed.
Base:
- Brush Model
(model)<string> !FGD - Which bmodel to display.
- Collisions
(solid)<choices> - Method of collision for this entity.
Values:
- 0: None
- 1: BSP (QPhysics) !FGD
Bug:In
, if an entity using QPhysics collisions is hit by Gel, the game will crash! - 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment])
Tip:Entities transition to the next map with their parents
Tip:phys_constraintcan be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)<string> !FGD - Determines the characteristics of the entity before it spawns.
Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)<scriptlist> (in all games since
) (also in
) - 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)<string> (in all games since
) (also in
) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)<boolean> (in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)<boolean> (in all games since
) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)<normal> - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
- Shadows
(vrad_brush_cast_shadows)<boolean> (in all games since
) - Determines if this entity will cast lightmap shadows.
VisibleBrush:
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)<choices> - Various somewhat legacy alpha effects.
|
- Render FX / Transparency (0–255)
(renderamt)<integer 0–255> - Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)<color255> - Color tint.
- Texture Frame
(texframeindex)<integer> !FGD - The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_controlentity. - Disable ShadowDepth
(disableshadowdepth)<boolean> (in all games since
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)<boolean> (in all games since
) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)<choices> (in all games since
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
|
SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)<choices> (in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[
Key names are related to cpu_levelcvar used by Effect Details.]
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)<choices> (in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[
Key names are related to gpu_levelcvar used by Shader Details.]
|
DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)<choices> (removed since
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
|
Flags
- [
1] : No Pitch (X-rot)
- [
2] : No User Control
- [
4] : Forward Only
- [
8] : Passable
Disables collisions on the object.
- [
256] : Use max speed for pitch shifting move sound
- [
512] : Is unblockable by players
Inputs
BaseTrain:
SetSpeed<float>- Set the speed of the train, as a ratio of max speed [0, 1]
SetSpeedDir<float>- Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1]
SetSpeedReal<float>- Set the speed of the train. Must be a positive value from 0 to max speed.
SetSpeedDirAccel<float> (not in
)- Accel/Decel to the specified speed, as a ratio of max speed. Negative values reverse the direction [-1, 1]
SetSpeedForwardModifier<float> (removed since
)- Applies the given modifier to all forward speeds. [0, 1]
TeleportToPathTrack<targetname> (removed since
)- Teleport the train to the designated path track. This can be in a new path.
SetSpeedDirAccel did later get ported in MoveToPathNode<targetname> (in all games since
)- Move the train to a specific path_track, stopping when it gets there. Must be in the same path.
TeleportToPathNode<targetname> (in all games since
)- Teleport to another path_track and stop the train. This can be in a new path.
SetMaxSpeed<float> (in all games since
)- Set a new max speed for the train.
Stop- Stop the train.
StartForward- Start the train moving forward.
StartBackward- Start the train moving backward.
Bug:If the train's corresponding path_tracks do not have "New Train Speed" set to a nonzero number, StartBackward will exhibit undesired behavior including the train freezing or moving in the wrong direction. This bug can be a pain if the train needs to ride through the path_track again at a different speed. This can be fixed by firing an "addOutput speed '#'" input at the path_track in question.
Resume- Resume the train moving in the current direction after it was stopped via the
StoporToggleinput.
Reverse- Reverse the direction of the train.
Toggle- Toggle the train between start and stop.
Base:
AddContext<string>- Adds to the entity's list of response contexts. See Context.
AddOutput<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext- Removes all contexts from this entity's list.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
Kill- Removes this entity and any entities parented to it from the world.
KillHierarchy- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect<string> (removed since
) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
RunScriptFile<script> (in all games since
) (also in
)- 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
) (also in
)- 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:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction<string> (in all games since
) (also in
) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope(only in
) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin<coordinates> (in all games since
) !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.
Visible Brush:
Alpha<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0.
AlternativeSorting<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color<color255>- Sets an RGB color for the entity.
SetDamageFilter<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces- Prevents the entity from being pushed by damage done to it.
EnableDraw(in all games since
)- Removes
EF_NODRAWfrom the entity.
DisableDraw(in all games since
)- Applies
EF_NODRAWto the entity. Note that this is different fromrendermode 10.
EnableReceivingFlashlight(in all games since
)- Makes it so that the entity is lit by
env_projectedtextures.
DisableReceivingFlashlight(in all games since
)- Prevents the entity from being lit by
env_projectedtextures. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection(in all games since
)- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
EnableDrawInFastReflection(in all games since
)- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
Shadow:
DisableShadow- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW.
EnableShadow- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight(in all games since
)- This object will not receive light or shadows from projected textures.