- How much health this vehicle will have. Once health runs out, the vehicle will no longer be drivable and will explode if the model defines it. Leave at 0 to make it invulnerable to damage.
- Starts locked
- Players cannot enter vehicle until it is unlocked.
- Vehicle Script File
- 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:
- There is also
reference_vehicle.txt, which you can modify to make your own vehicle or use as-is.
- Scale of action input / framerate
- To do: How fast the vehicle turns/accelerates?
- Physics Impact Damage Scale
- Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
- Impact damage type
- If true (1), damage type is sharp and the object can slice others.
- Damaging it Doesn't Push It
- Whether damaging the entity applies force to it.
- Scale Factor For Inertia
- Scales the angular mass of an object. Used to hack angular damage and collision response. Confirm:Doesn't actually affect inertia?
- Mass Scale
- Multiplier for the object's mass.
- Override Parameters
- A list of physics keyvalues that are usually embedded in the model. Format is
- Health Level to Override Motion
- If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- Physics Impact Force to Override Motion
- If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
- Minimum DX Level
- The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from Left 4 Dead onwards.
- Warning: If these are used, the object may break when the user switches their DirectX settings.
- Minimum Effect Details Level
- Maximum Effect Details Level
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Note: The key's names is because of the
cpu_levelcommand; the command Effect Details uses.
- Minimum Shader Details Level
- Maximum Shader Details Level
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Note: The key's names is because of the
gpu_levelcommand; the command Shader Details uses.
- Allow Physics Gun
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
- If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- Turns the handbrake on/off, preventing the vehicle from driving but not disabling motion from external forces.
- Set the speed of the action animation. To do: What does this mean?
- Start engine and enable throttle.
- Stop engine, disable throttle, engage brakes.
- Prevent/allow the player from entering or exiting the vehicle.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- Player entered/exited the vehicle. (activator is the player)
- Player pressed the
- State of the
attack2buttons. Also called when the player exits the vehicle.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.