An entity introduced in Counter-Strike back in 2000, and recently in Half-Life in 2023 for its 25th anniversary. Combined with func_vehiclecontrols, it creates a player-controlled driveable vehicle. Quite buggy, but it serves its purpose if set up right.
Half-Life specific notice
As mentioned above, this entity was added in the 25th anniversary update from November 2023.
This means that this entity will not spawn if the map is running of an older version of Half-Life (a warning in the console will be shown).
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)
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.
The only official maps to use func_vehicle were de_jeepathon2k, which was only included in beta 7.0 and beta 7.1, and cs_siege. A drivable vehicle was added to Siege in beta 7.1, but was removed in a later version.