Nuclide
Software Development Kit for id Tech
func_vehicle Class Reference
Inheritance diagram for func_vehicle:
NSVehicle

Detailed Description

QUAKED func_vehicle (0 .5 .8) ? FUNCVEH_NOPITCH FUNCVEH_NOUSER x FUNCVEH_PASSABLE FUNCVEH_FWDRIVE FUNCVEH_RWDRIVE

OVERVIEW

Primitive brush-based vehicle entity.

KEYS

  • "targetname" : Name
  • "target" : Name of the first path_track/corner (See Notes)
  • "acceleration" : Acceleration multiplier
  • "speed" : Top-speed of the vehicle in q-units per second
  • "height" : Wheel-height in units
  • "width" : Width of the vehicle, used to calculate the wheels
  • "length" : Length of the vehicle, used to calculate the wheels
  • "bouncefactor" : Multiplier for the bouncyness of the vehicle
  • "skidspeed" : At which speed the vehicle starts skidding
  • "traction" : Multiplier for the traction affecting the vehicle
  • "breakfactor" : Multiplier for the breaking mechanics
  • "steerfactor" : Multiplier for the steering speed
  • "straightenfactor" : Multiplier for affecting the straightening mechanism
  • "gravitydir" : Normalized vector setting the direction of gravity

Unimplemented:

  • "sounds" : A sound-set to use
  • "volume" : Volume at which said sounds play at (from 0-10)
  • "dmg" : Damage inflicted upon entities when blocked

SPAWNFLAGS

  • FUNCVEH_NOPITCH (1) : Don't adjust the pitch angle of the vehicle, only point forward.
  • FUNCVEH_NOUSER (2) : Don't allow pressing "use" key/button to control it.
  • FUNCVEH_PASSABLE (4) : Don't do collision testing against this entity.
  • FUNCVEH_FWDRIVE (8) : Front wheel drive mode.
  • FUNCVEH_RWDRIVE (16) : Rear wheel drive mode.

NOTES

The vehicle's position is set via the 'target' key, which sets the first path_track/corner. The vehicle is then teleported to the 'target' but it stays at the same vertical position as originally placed.

The angle is calculated by aiming the 'target' path_track/corner entity to its own 'target' entity. So yes, you need two of these path_track/corner entities.

TRIVIA

This entity was introduced in Counter-Strike (2000).


The documentation for this class was generated from the following file: