func_vehicle
is a brush entity available in
Counter-Strike,
Sven Co-op, and
Half-Life.
An entity that behaves like func_tracktrain coupled with func_traincontrols; however, it moves freely along the world and changes angles according to collision much like a real vehicle, albeit more primitive. This entity uses a unique brush entity to control it, called func_vehiclecontrols.
It was added to
Half-Life after the 25th Anniversary Update.
An accurate VScript implementation is also available for
Team Fortress 2 (using the 25th anniversary code as reference).
Note:The vehicle will not survive map transitions if the func_vehicle and func_vehiclecontrols are made using bmodels which are part of the map's BSP. If this is an issue, save them as separate BSPs and use zhlt_usemodel to load them via cyclers.
Keyvalues
- First stop target (target) <targetname>
- Use this if you building the brush geometry for the vehicle in a different location than where it will spawn (for lighting purposes). The vehicle and controls should have origin brushes.
- Sound (sounds) <choices>
ExpandChoices:
- <blank>: None
- 1: Vehicle 1
- 2: Vehicle 2
- 3: Vehicle 3
- 4: Vehicle 4
- 5: Vehicle 6
- 6: Vehicle 7
- Length of the vehicle (length) <integer>
- Default is 256.
- Width of the vehicle (width) <integer>
- Default is 128.
- Height above track (height) <integer>
- Default is 4.
- Initial speed (startspeed) <integer>
- Speed (units per second) (speed) <integer>
Warning:"Things go wrong" if speed is 2000 or greater, according to the FGD.
- Damage on crush (dmg) <integer>
- Volume (10=loudest) (volume) <integer 0–10>
- Default is 10.
- Bank angle on turns (bank) <string>
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X) (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.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value |
Description
|
0 |
Normal
|
1 |
Slow Pulse
|
2 |
Fast Pulse
|
3 |
Slow Wide Pulse
|
4 |
Fast Wide Pulse
|
5 |
Slow Fade Away
|
6 |
Fast Fade Away
|
7 |
Slow Become Solid
|
8 |
Fast Become Solid
|
9 |
Slow Strobe
|
10 |
Fast Strobe
|
11 |
Faster Strobe
|
12 |
Slow Flicker
|
13 |
Fast Flicker
|
14 |
Constant Glow
|
15 |
Distort
|
16 |
Hologram (Distort + fade)
|
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value |
Description
|
0 |
Normal
|
1 |
Color
|
2 |
Texture
|
3 |
Glow
|
4 |
Solid
|
5 |
Additive
|
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Minimum light level (_minlight) <normal>
ZHLT family
Expand
- ZHLT Light Flags (ZHLT 2.2+) (zhlt_lightflags) <flags>
- Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools or a fork thereof.
- Embedded Fix : [1]
- Opaque (blocks light) : [2]
- Concave fix : [4]
Note:Most FGDs will have this as "choices" with options for values of 0/1/2/3/6, because Hammer and Jack do not support the "flags" KV type outside of Spawnflags.
- Light Origin Target (ZHLT 2.2+) (light_origin) <targetname>
- During lighting compilation, this entity will be treated as if its origin were at the target entity's origin. Requires an origin brush.
- Entity to Use Model From (ZHLT) (zhlt_usemodel) <targetname>
- Used to set the model to a different entity's model (bmodel, BSP, MDL, or SPR). The targeted entity will be moved before this entity to ensure proper loading. Requires an origin brush on this entity, as well as on the target entity if target entity is a brush entity.
- Nonsolid (ZHLT) (zhlt_noclip) <boolean>
- Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
Tip:Always enable this for cosmetic func_illusionary, (not if, for example, skin is set to -16 to make it a ladder); VHLT does not strip clipnodes for this entity.
- Don't Render (ZHLT 3+) (zhlt_invisible) <boolean>
- Treat all faces as if they were textured with NULL.
Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- Custom Hull 1 (VHLT+) (zhlt_hull1) <targetname>
- Custom Hull 2 (VHLT+) (zhlt_hull2) <targetname>
- Custom Hull 3 (VHLT+) (zhlt_hull3) <targetname>
- Which named info_hullshape entity to use for the specified clipping hull.
- Mins/Maxs (VHLT+) (zhlt_minsmaxs) <mins vector + maxs vector>
- Override this entity's bounding box.
- zhlt_transform (zhlt_transform) <???>
- Never visible (VHLT+) (zhlt_hidden) <boolean>
- Don't create marksurfaces for this entity, resulting in it being treated by VIS as never visible.
Tip:The _HIDDEN texture suffix does the same thing, but also works on world brushes, which are used for model lighting.
- Strip lightmaps after compiling (VHLT+) (zhlt_striprad) <boolean>
- Undefines the lightmaps for brushes on this entity after compiling, resulting in the faces being fullbright and not using up allocblock. Unlike TEX_SPECIAL, faces with zhlt_striprad will still affect bounced lighting.
- Custom Shadow Color (VHLT+) (zhlt_customshadow) <color1>
- If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.
- Fake Lightmap (VHLT v33+) (zhlt_embedlightmap) <boolean>
- Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. Implies zhlt_striprad.
Important:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
- Downscale Fake Lightmap (VHLT v34+) (zhlt_embedlightmapresolution) <integer>
- Downscale texture created by zhlt_embedlightmap this many times.
|
ericw-tools
Expand
Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1.
- Cast shadows (_shadow) <boolean>
- Cast shadows from this entity. Implies _shadowself.
- Self-shadowed (_shadowself) <boolean>
- Cast shadows from this entity onto itself.
- Shadow world only (_shadowworldonly) <boolean>
- Only cast shadows on world, not models.
- Smooth shading (_phong) <boolean>
- Enable smooth shading between faces which are less than _phong_angle.
- Autosmoothing angle (_phong_angle) <integer>
- Angle to smooth; default 89. Set to 44 to match QRAD/HLRAD defaults.
- Maximum light level (_maxlight) <normal>
- Minlight color (_mincolor, _minlight_color) <color1>
- Color of _minlight. Also accepts color255, provided at least one value is greater than 1.
- Minlight only (_lightignore) <boolean>
- Only receive lighting from _minlight
- Disable backface culling (_mirrorinside) <boolean>
|
Flags
No Pitch (X-rot) : [1]
No User Control : [2]
Passable : [8]