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prop_vehicle_apc

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prop_vehicle_apc is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch.

A prop_vehicle_apc using its typical models/combine_apc.mdl model.

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:
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

BaseDriveableVehicle:
HandBrakeOn
HandBrakeOff
Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
BaseVehicle:
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.