prop_vehicle_mp
		
		
		
		
		
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|  Class hierarchy | 
|---|
| ??? | 
prop_vehicle_mp  is a   model entity  available in  Synergy.
 Synergy.
Keyvalues
- VehicleHealth ([todo internal name (i)]) <integer>
- 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.
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: Half-Life 2: Episode One only:
- choreo_vehicle.txt
- choreo_vehicle_ep1_dogintro.txt
 Half-Life 2: Episode Two only: 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
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 <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.


