func_vehicle

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Counter-StrikeSven Co-opHalf-Life func_vehicle is a brush entity only available in Counter-Strike, Sven Co-op, and Half-Life 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 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.pngWarning:"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; see func_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.pngNote: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