Prop vehicle sin

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List of SE1 entities
Prop vehicle sin.png


<SiN Episodes: Emergence> This is a point entity available in Sin Episodes. Called the Poseidon Interceptor Vehicle, aftermarket additions make the V8 Poseidon the vehicle of choice for SecForces across the globe. With a top speed to rival most consumer level vehicles, the Poseidon puts a quick end to most pursuits, and the unique chassis and frame design allow for the easy installation of ablative armor. The armor segmentation system allows body segments to absorb the impact of high yield explosives, allowing the car to keep running even when under heavy fire.

It is a driveable sedan type of vehicle with two front doors, compartment door, openable hood, radio, gears, useable windows and sunroof etc. for the player to use. It is possible for scripted NPC's to drive the vehicle but for the player as well, except it is not used in any sequence in the final version of game and was properly planned for use in upcoming episodes. All of the outer components such as the doors are all fully detachable from the main vehicle once they individually have recieved enough damage, but the vehicle's body is not in contrast to the variable available for health which seems to have no effect no matter the amount of damage applied to it.

The player is able to interact with the vehicle by opening and closing the windows, drive, leaning and shooting out, toggle the radio, using the passenger compartment, change gears, toggle the front window wipers etc. It also as a build in monitor that can be attached to a camera placed somewhere in the world, activated and changed upon its usage for the scene currently playing out.

Keyvalues

Health <integer>
The health of the vehicle.
Bug:  The vehicle is invunerable no matter what, making this obsolete.
EnableUse <integer>
Enable vehicle use system (0: Disable, 1: Enable).
ViewsLocked <integer>
Lock passenger views (0: Disable, 1: Enable).
InfiniteAmmo <integer>
Give infinite ammo to the passengers (0: Disable, 1: Enable).
Invunerable <integer>
Cannot be destroyed if invunerable.
DamageTolerance <float>
Damage Tolerance.
MonitorActive <integer>
Vehicle Monitor Active.
MonitorName <string>
Monitor Camera Name.
HintsEnable <integer>
Enable Hints.

To do:  What qualifies as a hint?

DriverDoorLocked <integer>
Driver's door is locked (0: Disable, 1: Enable).

BaseDriveableVehicle:

Starts locked <bool>
Players cannot enter vehicle until it is unlocked.

BaseVehicle:

Vehicle Script File <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 (New with Half-Life 2: Episode Two / Source 2007) / jeep_test.txt
  • prop_vehicle_choreo_generic:
    • choreo_vehicle.txt
    • choreo_vehicle_ep1_dogintro.txt
    • 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 Sin Episodes)
Scale of action input / framerate <float>
To do: How fast the vehicle turns/accelerates?

prop_static_base:

Collisions <choices>
How objects should collide with the prop. "Bounding box" means using QPhysics.
Lighting Origin <targetname>
An info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
Disable Vertex lighting <bool>
Disable Self-Shadowing with vertex lighting <bool>
Ignore surface normal for computing vertex lighting <bool>
Tweaks to the manner in which VRAD generates per-vertex lighting.
Screen Space Fade <bool>
The method by which the fading distance should be determined.
  • Yes: fade "distance" is the size of the object on-screen, in pixels.
  • No (default): fade distance is the distance from the camera, in units.
Start Fade Dist/Pixels <float>
Normally: distance at which the prop starts to fade (<0 means use End Fade Dist).
Screen Space Fade mode: width in pixels of the prop when it starts to fade.
End Fade Dist/Pixels <float>
Normally: maximum distance at which the prop is visible (0 means don't fade out).
Screen Space Fade mode: width in pixels of the prop when it finishes fading.
Fade Scale <float>
If you specify so in worldspawn, or if the engine is running below DirectX7, props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether.

Studiomodel:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (New with Team Fortress 2)
A multiplier for the size of the model.

Shadow:

Disable shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

DXLevelChoice:

Minimum DX Level (mindxlevel) <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from <Left 4 Dead> Left 4 Dead onwards.
Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices>

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Global:

Global Entity Name <string>
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:

Origin (X Y Z) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
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 <string> (New with Left 4 Dead 2)
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.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (Only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (Only in Garry's Mod)
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!

Inputs

SetView  <integer>
Set the activators view inside the vehicle.
LockView  <integer>
Lock all passenger views.
SetRadioStation  <integer>
Set the radio station.
SetCamera  <string>
Set Monitor Camera.
EnableUse  <boolean>
Enable or disable use function inside vehicle (0: Disable, 1: Enable).
EnableHints  <integer>
Enable or disable hints (0: Disable, 1: Enable).
EnableAmmo  <integer>
Enable or disable ammo. Will provide the player with full ammunition once the reserve is depleted, including special types (0: Disable, 1: Enable).
Bug:  Does not seem to stock the player's special ammo for the magnum gun.
EnterVehicle
ExitVehicle  <integer>
Forces passenger into/out of the vehicle role (0: Driver, 1: Passenger, 2: Gunner).
OpenDoor
CloseDoor  <integer>
Opens/closes a specific door (0: Driver, 1: Passenger, 2: Compartment, 3: Bonnet).
OpenWindow
CloseWindow  <integer>
Open/close a specific window (0: Driver, 1: Passenger, 2: Behind Passenger, 3: Behind Driver).
RadioOn
RadioOff
Turn radio on/off.
OpenDoors
CloseDoors
Open/close all doors.
OpenWindows
CloseWindows
Open/close all windows.
HeadlightOn
HeadlightOff
Turn on/off headlights.
Bug:  The headlights is rotated 90 degress the wrong way.
WipersOn
WipersOff
Turn on/off wipers.
MonitorOn
MonitorOff
Turn monitor on/off.

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. To do: 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.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
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 <Left 4 Dead 2>, 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.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
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.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.
SetVehicleVolume  <float>
Set the volume for vehicle sounds (0.0 - 1.0).

Outputs

DoorOpen
Door opened event.
DoorClosed
Door closed event.
WindowOpen
Window opened event.
WindowClosed
Window closed event.
UseBox
This output is triggered when a vehicle use box is used, the activator is the user of the use box.
ViewChanged
This output is triggered when a passenger in the vehicle changes views.

BaseDriveableVehicle:

PlayerOn
PlayerOff
Player entered/exited the vehicle. (activator is the player)
PressedAttack
PressedAttack2
Player pressed the +attack/+attack2 key
AttackAxis <bool>
Attack2Axis <bool>
State of attack/attack2 button. Also called when the player exits the vehicle.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.