prop_vehicle_jeep
| CPropJeep |
prop_vehicle_jeep is a model entity available in
Half-Life 2. The Jeep is a drivable vehicle with the ability to have a mounted Tau Cannon.
Half-Life 2: Episode Two gives the vehicle some additional functionality, including blinking hazard lights, a radar that detects specific targets, a holder for Magnusson devices, and various additional inputs. The Episode Two vehicle is referred as the Jalopy.
Compatibility
The original buggy of HL2 can be used in EP2. The Tau Cannon remain usable as well, but the ammo resupply does not.
However EP2 adds hazard lights to the Prop_vehicle_jeep entities, which become misplaced below the car due to missing attachment points on the model. A custom buggy model with correctly placed atachments would fix this.
The EP2 Jalopy can not be used in HL2 unless you pack the model and scripts into HL2, as the base HL2 does not load the EP2 models and scripts.
Alternatively, download a workshop mod that contains a modified model with its script, as those will be loaded in all HL2 games, allowing it to be used in HL2.
But in that case, the jalopy can only be used as generic vehicle, as the Radar will not work, due to no maps having the required Info_radar_target entities.
The jalopy could also be equipped with a Tau Cannon as well, as the keyvalue and I/O enablegun 1 enables it.
But just like the buggy with its hazard lights, the model of the jalopy lacks the required attachment points, as well as pose parameters for the gun.
To clarify:
Weaponry works in any HL2 game, ammo resupply only works in HL2, while Magnusson device holder and Radar only work in EP2
Furthermore, the engine wobble autoplay sequence used on the Jalopy's air filter only seems to work in EP2 as well.
Any vehicle model, be it custom for just your map, or a modified version of the vanilla model, could be allowed to use weaponry or game specific functions if they were compiled with:
- Pose Parameters/Animations/Hitbox/Bodygroups for the Tau Cannon.
- Hitbox/Animation for the ammo box on the back.
- Attachments for the lights in EP2.
- Attachment/Bodygroup for the weapon_striderbuster.
- Attachment/Bodygroup for the radar.
mark_alyx_radar, parented to the attachment controlpanel0_ur to make Alyx point at the screen when the radar picks something up. Keyvalues
- Enable Gun (EnableGun) <boolean> !FGD
- Whether the Tau Cannon is enabled or disabled. Doesn't work correctly with the Episode Two jalopy model.
-
Hopper Visible (cargovisible) <boolean> (only in
)
- Is the Magnusson cargo hopper visible?
-
No Hazard Lights (NoHazardLights) <boolean> (only in
) (also in
)
- Stops the jalopy's hazard lights from turning on and flashing when the player exits the vehicle.
BaseDriveableVehicle:
- Starts locked (VehicleLocked) <boolean>
- Players cannot enter vehicle until it is unlocked.
BaseVehicle:
- Vehicle Script File (vehiclescript) <string>
-
The vehicle script files contained in
scripts\vehicles\define the behaviour and handling of a vehicle. It is important to match the right script to the right entity/model:- prop_vehicle_airboat:
airboat.txt - prop_vehicle_apc:
apc.txt/apc_npc.txt - prop_vehicle_crane:
crane.txt - prop_vehicle_prisoner_pod:
prisoner_pod.txt - prop_vehicle_jeep:
jalopy.txt(only in
) / jeep_test.txt - prop_vehicle_choreo_generic:
Half-Life 2: Episode One only:choreo_vehicle.txtchoreo_vehicle_ep1_dogintro.txt
Half-Life 2: Episode Two only:choreo_vehicle_ep2_barn1.txtchoreo_vehicle_ep2_hangar.txtchoreo_vehicle_ep2_intro.txtchoreo_vehicle_ep2_Outland_02.txtchoreo_vehicle_ep2_playertrapped.txt
- There is also
reference_vehicle.txt, which you can modify to make your own vehicle or use as-is. - prop_vehicle_sin:
sincar.txt/sincar_pit.txt(only in
) - p3_vehicle_segway:
segway.txt(only in
)
- prop_vehicle_airboat:
- Scale of action input / framerate (actionScale) <float>
- Used as a scale of how fast the 'vehicle_action' pose parameter increases. Will not do anything unless 'Action' input is also called on the vehicle entity with a non 0 value, since the internal value is set to 0 by default.
Inputs
- StartRemoveTauCannon
- Makes the Tau Cannon move to where you look at.
- FinishRemoveTauCannon
- Fully removes the Tau Cannon, making it unusable. It also hides the aiming crosshair.
- LockEntrance (only in
) - Stops NPCs from entering the vehicle until unlocked.
- UnlockEntrance (only in
) - Allows NPCs to enter the vehicle.
- LockExit (only in
) - Stops NPCs from exiting the vehicle until unlocked.
- UnlockExit (only in
) - Allows NPCs to exit the vehicle.
- AddBusterToCargo (only in
) - Adds a Magnusson holder to jalopy's rear bumper.
- SetCargoHopperVisibility <boolean> (only in
) - Set the visibility of the Magnusson holder.
- EnableRadar (only in
) - Turn on the Jalopy radar.
- DisableRadar (only in
) - Turn off the Jalopy radar.
- EnableRadarDetectEnemies (only in
) - Allow the Jalopy radar to detect Striders and Hunters.
- OutsideTransition !FGD
- Tells the vehicle to teleport to an info_target_vehicle_transition. Normally sent by trigger_changelevel when the vehicle is not inside a trigger_transition.
- EnablePhysGun (only in
) (also in
) - Enable gravity gun interactions with the jeep
- DisablePhysGun (only in
) (also in
) - Disable gravity gun interactions with the jeep
- EnableHazardLights (only in
) - Enable the jalopy's hazard lights.
- DisableHazardLights (only in
) - Disable the jalopy's hazard lights
- HandBrakeOn
- HandBrakeOff
- Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
- Action <float>
- Set the speed of the action animation, specifically how fast the `vehicle_action` pose parameter increases. Default is 0.
- TurnOn
- Start engine and enable throttle.
- TurnOff
- Stop engine, disable throttle, engage brakes.
- Lock
- Unlock
- Prevent/allow the player from entering or exiting the vehicle.
Outputs
- OnCompanionEnteredVehicle (only in
) - Companion has entered the vehicle.
- OnCompanionExitedVehicle (only in
) - Companion has exited the vehicle.
- OnHostileEnteredVehicle (only in
) - Hostile has entered the vehicle.
- OnHostileExitedVehicle (only in
) - Hostile has exited the vehicle.
BaseDriveableVehicle:
- PlayerOn <void>
- PlayerOff <void>
- !activator = the player
!caller = this entity
Player entered/exited the vehicle. - PressedAttack <void>
- PressedAttack2 <void>
- !activator = !caller = this entity
Player pressed the+attack/+attack2key. - AttackAxis <float>
- Attack2Axis <float>
- !activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of theattack/attack2buttons (can only be 0 or 1). Also called when the player exits the vehicle.