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Brush EntityCombined with
func_vehiclecontrols, it creates a player-controlled driveable vehicle. Quite buggy, but it serves its purpose if set up right. Consult
this tutorial for more detailed info on getting it to work.
Attributes
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (renderamt) - If Render Mode is not set to Normal, this defines how transparent the object is (0 - invisible; 255 - fully visible)
- FX Color (rendercolor) - If Render Mode is set to Color - this defines in what color the object will be filled.
- First Stop Target (target) - Name path_track used to align the vehicle (consult tutorial).
- Sound (sounds) - Choose from a list of sounds for your vehicle to emit when moving/idle (for some reason - there's no "Vehicle 5" sound in the latest FGD ;o ):
- 0 = None
- 1 = Vehicle 1
- 2 = Vehicle 2
- 3 = Vehicle 3
- 4 = Vehicle 4
- 5 = Vehicle 6
- 6 = Vehicle 7
- Length of the vehicle (length) - Length of your vehicle. Controls handling (the longer the car - the harder to steer)
- Width of the vehicle (width) - Width of your vehicle. Controls X Axis tilt when making turns.
- Height above track (height) - Defines where the vehicle will collide with ground (0 = at center of origin brush)
- Initial speed (startspeed) - Vehicle starts moving at this speed.
- Speed (speed) - Maximum speed (0-2000; anything beyond that might bugger things up)
- Damage on crush (dmg) - If the player or any damageable entity is caught between the vehicle and a solid brush, this is the amount of damage it will sustain.
- Volume (volume) - Defines how loud the vehicle sounds will be (0-10)
- Bank angle on turns (bank) - This is the angle the vehicle will tilt when cornering.
- Minimum Light Level (_minlight)
Flags
- No Pitch(X-Rot) (1) - Vehicle will not tilt when cornering.
- No User Control (2) - Players will not be allowed to control the vehicle.
- Passable (8) - Makes object non-solid.
Notes
- The func vehicle is created when a group of brushes, the 'car' (the actual brush part), and the func_vehiclecontrols (the part in which u actually enable to drive). Creating a vehicle in Halflife is a breakthrough in its engine although is can cause problems in the compiling step if you have vehicles in your map. I recommend checking out Tayl0r's creating a vehicle tutorial, it has an in depth look into creating a vehicle.
Information thanks to Counter-Map.