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) (
0) - low (
1) - medium (
2) - high (
3)
- default (low) (
-
Maximum CPU Level (
maxcpulevel) <Choices>- default (high) (
0) - low (
1) - medium (
2) - high (
3)
- default (high) (
-
Minimum GPU Level (
mingpulevel) <Choices>- default (very low) (
0) - very low (
1) - low (
2) - medium (
3) - high (
4)
- default (very low) (
-
Maximum GPU Level (
maxgpulevel) <Choices>- default (high) (
0) - very low (
1) - low (
2) - medium (
3) - high (
4)
- default (high) (
-
Disable X360 (
disableX360) <Choices>- No (
0) - Yes (
1)
- No (
-
World Model (
model) <Studio> -
Skin (
skin) <MaterialGroup>
Some models have multiple versions of their textures, called skins. -
Collisions (
solid) <Choices>- Not Solid (
0) - Use axis-aligned box (
2) - Use oriented Box (
3) - Use VPhysics (
6)
- Not Solid (
-
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 (
0) - Yes (
1)
- No (
-
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.