prop_vehicle_apc
prop_vehicle_apc
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
Entity description
A Combine APC vehicle with mounted guns, that can be blown up and driven by a vehicle driver or a npc_apcdriver.
It can not be driven by the player, even with a different vehicle script file. (It is "enterable", but that's it. You will just get stuck under the vehicle, facing to the right, and most importantly won't be able to exit the APC again. To prevent the vehicle from being entered, you should set its VehicleLocked (Start locked) keyvalue to Yes.)
The APC should generally be given the models/combine_apc.mdl
world model and the scripts/vehicles/apc_npc.txt
vehicle script file. To have the APC drive and/or shoot, create an npc_apcdriver and assign the APC to its vehicle (Vehicle to drive) keyvalue.
The wheels of the prop are not solid, but you can prevent the player going through them by immersing them within one or more Player Clip brushes.
Destruction
When destroyed, 5 prop_physics
entities and random number of gibs
are created.
Keyvalues
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.txt
choreo_vehicle_ep1_dogintro.txt
- Half-Life 2: Episode Two only:
choreo_vehicle_ep2_barn1.txt
choreo_vehicle_ep2_hangar.txt
choreo_vehicle_ep2_intro.txt
choreo_vehicle_ep2_Outland_02.txt
choreo_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 )
- Scale of action input / framerate
(actionScale)
<float> - Todo: How fast the vehicle turns/accelerates?
- Missile Hint Target
(missilehint)
<targetname> - Name of one or more info_apc_missile_hint entities to use to determine what to hit. Will fire missiles at its spawn point if no missile hints are available.
Outputs
BaseDriveableVehicle:
PlayerOn
PlayerOff
- Player entered/exited the vehicle. (
!activator
is the player.)
PressedAttack
PressedAttack2
- Player pressed the
+attack
/+attack2
key.
AttackAxis
<boolean>
Attack2Axis
<boolean>- State of the
attack
/attack2
buttons. Also called when the player exits the vehicle.
OnFiredMissile
- Fired when the APC shoots a missile.
OnDeath
- Fired when the APC is killed (
!activator
is the killer).
OnDamaged
- Fired when the APC is damaged.
OnDamagedByPlayer
- Fired when the APC is damaged by the player.
Inputs
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. Todo: What does this mean?
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.
FireMissileAt
<targetname>- A target to fire a missile at.
Destroy
- Causes the APC to blow up.
- Half-Life 2
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Vehicle Entities
- Prop entities