func_vehicle
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Class hierarchy |
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CFuncVehicle |
vehicle.cpp trains.h |
func_vehicle
is a brush entity available in Counter-Strike, Sven Co-op, and Half-Life.
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 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).
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) <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>
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Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1.
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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
No Pitch (X-rot) : [1]
No User Control : [2]
Passable : [8]