Vehicle_viewcontroller

Vehicle_viewcontroller

Table of contents
1 Entity Description
2 Keyvalues
3 Inputs
4 Outputs

Entity Description

Vehicle hack to control player view


Keyvalues

<target_source> The name that other entities refer to this entity by.
<origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
<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.
<angle> This entity's angular orientation in the world (also used for angular effect entities).
<choices> Minimum DX Level
Literal Value Description
0 default (lowest)
70 dx7
<choices> Maximum DX Level
Literal Value Description
0 default (lowest)
60 dx6
<studio> World Model
<integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
<boolean> Used to disable dynamic shadow casting from this entity.
<choices> Collisions - using other values may give undesired results
Literal Value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
<boolean> The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object onscreen, in pixels. The fademindist value will represent the number of pixels wide covered by the prop when it starts to fade, and the fademaxdist value will represent the *minimum* number of pixels wide covered by the prop when it fades.
<float> Start Fade Dist/Pixels - Distance at which the prop starts to fade. (-1 = Use fademaxdist.)
 NoteIf this entity is in a 3D Skybox, this value will automatically be scaled properly.
<float> End Fade Dist/Pixels - Max fade distance at which the prop is visible. (0 = Don't fade out.)
 Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
<float> Fade Scale - If you specify a fade in the worldspawn, or if the engine is running under dx7, the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. 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.
<target_destination> Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
<string> Vehicle Script File
Literal Value Description Comment
"scripts/vehicles/airboat.txt" Airboat Use prop_vehicle_airboat
"scripts/vehicles/apc.txt" APC Use prop_vehicle_apc
"scripts/vehicles/apc_npc.txt" NPC Driven APC Use prop_vehicle_apc
"scripts/vehicles/crane.txt" Crane Use prop_vehicle_crane
"scripts/vehicles/digger.txt" ---
"scripts/vehicles/driveway.txt" ---
"scripts/vehicles/fastdigger.txt" ---
"scripts/vehicles/jetski.txt" Jet Ski
"scripts/vehicles/prisoner_pod.txt" Combine Prisoner Transportation Pod Use prop_vehicle_prisoner_pod
"scripts/vehicles/reference_vehicle.txt" Modify this to make your own vehicle, or use it alone!
"scripts/vehicles/jeep_test.txt" Jeep Use prop_vehicle_jeep
"scripts/vehicles/choreo_vehicle.txt" [Episode One Update] Choreographed vehicle Use prop_vehicle_choreo_generic
"scripts/vehicles/choreo_vehicle_ep1_dogintro.txt" [Episode One Update] Episode 1 Dog Intro Choreo Use prop_vehicle_choreo_generic
<float> Scale of action input / framerate
<boolean> Starts locked

Inputs

<target_source> The name that other entities refer to this entity by.
Set the speed of the action animation
Turn on: Start engine & enable throttle
Turn off: Stop engine, disable throttle, engage brakes.
Prevent the player from entering or exiting the vehicle.
Re-allow the player to enter or exit the vehicle.
Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports.
Force the player out of the vehicle.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
Player entered the vehicle. !activator = player
Player exited the vehicle. !activator = player
Player Pressed attack key
Player Pressed attack2 key
State of attack button. Also called when player exits vehicle
State of attack2 button. Also called when player exits vehicle

Добавил ivan_cool


К оглавлению справочника

© Valve Developer Community
CMT (CS Mapping Tutorials) - © 2006-2011+. Created by VM
[ Script Execution time: 0.0039 ]