prop_vehicle_apc
- Half-Life: Alyx
Point Entity
APC with mounted guns, can only be driven by a vehicle driver or a npc_apcdriver.
Keyvalues
-
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
World Model (
model
) <Studio
> -
Skin (
skin
) <MaterialGroup
>
Some models have multiple versions of their textures, called skins. -
Collisions (
solid
) <Choices
>- Not Solid
- Use axis-aligned box
- Use oriented Box
- Use VPhysics
-
Disable Shadows (
disableshadows
) <Boolean
> -
Start Fade Dist/Pixels (
fademindist
) <Float
>
Distance at which the prop starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist/Pixels (
fademaxdist
) <Float
>
Maximum distance at which the prop is visible (0 = don't fade out). -
Fade Scale (
fadescale
) <Float
>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then 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. -
Detail Geometry (
detailgeometry
) <Boolean
>
If true this geometry is not important for precomputed lighting -
Vis Occluder (
visoccluder
) <Boolean
>
If true this geometry is used as an occluder for precomputed visibility -
Alpha (
renderamt
) <Integer
>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque. -
Color (R G B) (
rendercolor
) <Color255
> -
Turn Off in Low-Violence (
disablelowviolence
) <Choices
>- No
- Yes
-
Global Entity Name (
globalname
) <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. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Vehicle Script File (
vehiclescript
) <String
> -
Scale of action input / framerate (
actionScale
) <Float
> -
Start locked (
VehicleLocked
) <Boolean
> -
Missile Hint Target (
missilehint
) <TargetDestination
>
Name of one or more info_apc_missile_hint entities to use to determine what to hit.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Action <
Float
>
Set the speed of the action animation -
TurnOn <
Void
>
Turn on: Start engine & enable throttle -
TurnOff <
Void
>
Turn off: Stop engine, disable throttle, engage brakes. -
Lock <
Void
>
Prevent the player from entering or exiting the vehicle. -
Unlock <
Void
>
Re-allow the player to enter or exit the vehicle. -
HandBrakeOn <
Void
>
Turns the handbrake on -
HandBrakeOff <
Void
>
Releases the handbrake -
FireMissileAt <
TargetDestination
>
A target to fire a missile at -
Destroy <
Void
>
Causes the APC to blow up.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
PlayerOn <
Void
>
Player entered the vehicle -
PlayerOff <
Void
>
Player exited the vehicle -
PressedAttack <
Void
>
Player Pressed attack key -
PressedAttack2 <
Void
>
Player Pressed attack2 key -
AttackAxis <
String
>
State of attack button [0,1] -
Attack2Axis <
String
>
State of attack2 button [0,1] -
OnFiredMissile <
Void
>
Fired when the APC shoots a missile. -
OnDeath <
Void
>
Fired when the APC is killed. -
OnDamaged <
Void
>
Fired when the APC is damaged. -
OnDamagedByPlayer <
Void
>
Fired when the APC is damaged by the player.