prop_vehicle_choreo_generic
		
		
		
		
		
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prop_vehicle_choreo_generic  is a   model entity  available in 
 Half-Life 2 series and 
 Portal series. It is also available in 
 Garry's Mod. It is a generic vehicle used for scripted scenes and other complicated events.
| CPropVehicleChoreoGeneric | 
Keyvalues
- World model (model) <model path>
 
- Ignore Move Parent on Exit (ignoremoveparent) <boolean>
 - Should the player ignore this vehicle's move parent when performing exit checks?
 
- Ignore Player collision (ignoreplayer) <boolean>
 - If set, the player won't collide against this vehicle when moving around.
 
- Use Player Eyes (useplayereyes) <boolean> !FGD
 - Use player's eyepoint instead of 'vehicle_driver_eyes' attachment.
 
- Can the player shoot (playercanshoot)  <boolean> (only in 

) - Allow using weapons while inside of the vehicle.
 
- Use attachment eyes (useattachmenteyes)  <boolean> (only in 

) - Should the driver's view use the attachment's orientation and not blend in the player's look.
 
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
 Portal 2 only:player_ending.txtplayer_down.txtbr_player_look.txtbr_player_view.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>
 - Todo: How fast the vehicle turns/accelerates?
 
Inputs
- Open
 - Plays the vehicle's open animation and unlocks the vehicle for entry or exit.
 
- Close
 - Plays the vehicle's close animation and locks the vehicle for entry or exit.
 
- EnterVehicle
 - Forces the activator (or player) into the vehicle.
 
- EnterVehicleImmediate
 - Forces the activator (or player) into the vehicle without enter/exit animations.
 
- ExitVehicle
 - Boots the activator (or player) out of the vehicle.
 
- ViewLock <boolean>
 - Set true to prevent player from looking around *at all*. Set false to let player look within limits.
 
- SetAnimation <string>
 - Force the prop to play an animation. The parameter should be the name of the animation.
 
- UseAttachmentEyes   (only in 

) - Force the view to use the attachment's orientation and position and don't blend in the player's look.
 
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.
 
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 
Outputs
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. 
- OnOpen
 - Fired when the vehicle is open enough to enter.
 
- OnClose
 - Fired when the vehicle too closed to enter.