Name (targetname) The targetname that other entities refer to this entity by. Used to hack angular damage and collision response. Scale Factor For Inertia (inertiascale) Scales the angular mass of an object. Damaging it Doesn't Push It (nodamageforces) Whether damaging the entity applies force to it. Impact damage type (Damagetype) If true (1), damage type is sharp and the object can slice others. 0 means the feature is disabled for backwards compatibility. Scale of action input / framerate (actionScale) To do: How fast the vehicle turns/accelerates?īasePropPhysics: Physics Impact Damage Scale (physdamagescale) Multiplies damage received from physics impacts.
prop_vehicle_sin: sincar.txt / sincar_pit.txt ( only in ).There is also reference_vehicle.txt, which you can modify to make your own vehicle or use as-is.choreo_vehicle_ep2_playertrapped.txt ( only in ).choreo_vehicle_ep2_Outland_02.txt ( only in ).choreo_vehicle_ep2_intro.txt ( only in ).choreo_vehicle_ep2_hangar.txt ( only in ).choreo_vehicle_ep2_barn1.txt ( only in ).choreo_vehicle_ep1_dogintro.txt ( only in ).prop_vehicle_jeep: jalopy.txt ( only in ) / jeep_test.txt.prop_vehicle_prisoner_pod: prisoner_pod.txt.prop_vehicle_apc: apc.txt / apc_npc.txt.It is important to match the right script to the right entity/model: Vehicle Script File (vehiclescript) The vehicle script files contained in scripts\vehicles\ define the behaviour and handling of a vehicle.