func_vehicle
(Redirected from Func vehicle (GoldSource Engine))
...
func_vehicle
is a brush entity only available in Counter-Strike, Sven Co-op, and Half-Life (since 25th Anniversary Update).
Description
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 is never used at all, and appears to be a functional unused entity. It also isn't a base GoldSrc entity as it does not work in any other game.
This entity uses a unique brush entity to control it, called func_vehiclecontrols
.
Keyvalues
- First stop target
(target)
<targetname>
- Sound
(sounds)
<choices>
Choices:
*<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>
- Minimum light level
(_minlight)
<string>
Targetname:
- Name
(targetname)
<targetname> - The targetname that other entities refer to this entity by.
Angles:
- 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
- FX Amount (1-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used to control the speed of scrolling textures; seefunc_conveyor
for more information.
ZHLT:
- ZHLT Lightflags
(???)
<choices> - Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
- 0 : "Default"
- 1 : "Embedded Fix"
- 2 : "Opaque (blocks light)"
- 3 : "Opaque + Embedded fix"
- 6 : "Opaque + Concave Fix"
- Light Origin Target
(???)
<string> - Used to define a target to sample lighting from.
TexLight:
- Texture Light Style
(style)
<choices> - LRCHLT Texture light additions. These will only work with advanced compiling tools that allow switchable texture lighting.Note:Lighting used by moveable entities will be left behind!
Choices:
- <blank>: Normal
- -3: Switch with TL@name
- 1 : Flicker A
- 2 : Slow, strong pulse
- 3 : Candle A
- 4 : Fast strobe
- 5 : Gentle pulse
- 6 : Flicker B
- 7 : Candle B
- 8 : Candle C
- 9 : Slow strobe
- 10: Fluorescent flicker
- 11: Slow pulse, noblack
- 12: Underwater weird & buggy
Flags
- [
1
] : No Pitch (X-rot)
- [
2
] : No User Control
- [
8
] : Passable