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prop_vehicle_apc

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.