prop_vehicle_crane
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Class hierarchy |
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CPropCrane |
vehicle_crane.cpp |
prop_vehicle_crane
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
It is a player-drivable crane. It requires an attached phys_magnet (see KVs).
Keyvalues
- Magnet entity (magnetname) <targetname>
- The crane will not show up at all unless a phys_magnet with a model is specified in this field. The crane will automatically be connected to the entity with a rope/wire. Note:Set the magnet's "Mass Scale" to something like 500, or it will be bouncy and unusable.
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 )
- prop_vehicle_airboat:
- Scale of action input / framerate (actionScale) <float>
- Todo: How fast the vehicle turns/accelerates?
Inputs
- ForcePlayerIn
- Force the player to get into the crane. Only works in singleplayer.
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.
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.
See also
Categories:
- CBaseAnimating
- 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
- Pages with uncategorized bugs
- Vehicle Entities
- Prop entities