prop_vehicle_jeep

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C++ Class hierarchy
CPropJeep
CPropVehicleDriveable
CPropVehicle
CBaseProp
CBaseAnimating
CBaseEntity
C++ vehicle_jeep.cpp

prop_vehicle_jeep is a model entity available in Half-Life 2 Half-Life 2. The Jeep is a drivable vehicle with the ability to have a mounted Tau Cannon.

models/buggy.mdl, the Half-Life 2 jeep model
models/vehicle.mdl, the Episode Two jalopy model

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.

Warning.pngWarning: It must be given a model, otherwise the game will crash when loading the map.
Tip.pngTip: In Episode Two, info_target_vehicle_transition entities can be used to create points that the car is teleported to during a map transition, in case the player leaves it behind.
Note.pngNote: This entity is unimplemented in Half-Life 2: Deathmatch.
Note.pngNote: The Episode Two car is also used in Portal, but the resources aren't included by default. Additionally, the radar causes a crash due to an unregistered user message.

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.
Note.pngNote: The map must also contain a info_target named 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 Half-Life 2: Episode Two)
Is the Magnusson cargo hopper visible?
No Hazard Lights (NoHazardLights) <boolean> (only in Mapbase) (also in Portal 2: Community Edition)
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:
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 Half-Life 2: Episode Two)
Stops NPCs from entering the vehicle until unlocked.
UnlockEntrance  (only in Half-Life 2: Episode Two)
Allows NPCs to enter the vehicle.
LockExit  (only in Half-Life 2: Episode Two)
Stops NPCs from exiting the vehicle until unlocked.
UnlockExit  (only in Half-Life 2: Episode Two)
Allows NPCs to exit the vehicle.
AddBusterToCargo  (only in Half-Life 2: Episode Two)
Adds a Magnusson holder to jalopy's rear bumper.
SetCargoHopperVisibility <booleanRedirectInput/boolean> (only in Half-Life 2: Episode Two)
Set the visibility of the Magnusson holder.
EnableRadar  (only in Half-Life 2: Episode Two)
Turn on the Jalopy radar.
DisableRadar  (only in Half-Life 2: Episode Two)
Turn off the Jalopy radar.
EnableRadarDetectEnemies  (only in Half-Life 2: Episode Two)
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 Half-Life 2: Episode Two) (also in Mapbase)
Enable gravity gun interactions with the jeep
DisablePhysGun  (only in Half-Life 2: Episode Two) (also in Mapbase)
Disable gravity gun interactions with the jeep
EnableHazardLights  (only in Mapbase)
Enable the jalopy's hazard lights.
DisableHazardLights  (only in Mapbase)
Disable the jalopy's hazard lights
BaseDriveableVehicle:
HandBrakeOn
HandBrakeOff
Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
BaseVehicle:
Action <floatRedirectInput/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 Half-Life 2: Episode Two)
Companion has entered the vehicle.
OnCompanionExitedVehicle  (only in Half-Life 2: Episode Two)
Companion has exited the vehicle.
OnHostileEnteredVehicle  (only in Half-Life 2: Episode Two)
Hostile has entered the vehicle.
OnHostileExitedVehicle  (only in Half-Life 2: Episode Two)
Hostile has exited the vehicle.
Todo: Can the hostile versions ever actually fire?

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/+attack2 key.
AttackAxis <floatRedirectOutput/float>
Attack2Axis <floatRedirectOutput/float>
!activator = the player when exitting the vehicle other-wise it's this entity
!caller = this entity
State of the attack/attack2 buttons (can only be 0 or 1). Also called when the player exits the vehicle.


See also