Half Life 2 Cars

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Half Life 2 Cars Rating: 8,5/10 477 votes

It's really funny how when playing Episode 2 I thought the car I got to drive looked pretty cool and then I see the actual car it's inspired after and I.

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Vehicle Script File The vehicle script files contained in scriptsvehicles define the behaviour and handling of a vehicle. Collisions How objects should collide with the prop. 'Bounding box' means using. Not solid. Use.

UseLighting Origin An to specify a location to sample lighting from, instead of using this entity's origin. Disable Vertex lighting Disable Self-Shadowing with vertex lighting Ignore surface normal for computing vertex lighting Tweaks to the manner in which generates per-vertex lighting.

Screen Space Fade The method by which the fading distance should be determined. Yes: fade 'distance' is the size of the object on-screen, in pixels. No (default): fade distance is the distance from the camera, in.Start Fade Dist/Pixels Normally: distance at which the prop starts to fade ( Normally: maximum distance at which the prop is visible (0 means don't fade out). Screen Space Fade mode: width in pixels of the prop when it finishes fading. Fade Scale If you specify so in, or if the engine is running below DirectX7, props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: 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. Using 0 turns off the forced fade altogether.Studiomodel.

Disable shadows (disableshadows) Prevent the entity from creating cheap render-to-texture shadows. Does not affect. Disable ShadowDepth (disableshadowdepth) (New with Portal 2) Used to disable rendering into shadow depth (for ) for this entity. Projected Texture Cache (shadowdepthnocache) (New with Portal 2) Used to hint whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. 0: Default.

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1: No cache - render every frame. 2: Cache it - render only onceDisable flashlight (disableflashlight) (New with Portal 2) Used to disable lighting and shadows on this entity.DXLevelChoice: Minimum DX Level (mindxlevel) Maximum DX Level (maxdxlevel) The entity will not exist if the engine is running outside the given range of. Only used by Orange Box and 2013 SDK games. Warning: If these are used, the object may break when the user switches their DirectX settings. Default (no bounding). DX7. DX8.

DX8.1. DX9 SM2. DX9 SM3Angles. Name The that other entities refer to this entity. Entity Scripts (New with Left 4 Dead 2) Space delimited list of files (without file extension) that are executed after all entities have spawned.

The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Script think function (New with Left 4 Dead 2) Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.

Allow Physics Gun (gmodallowphysgun) (Only in Garry's Mod) If set, players cannot use Physics Gun on this entity. Sandbox Tool Whitelist (gmodallowtools) (Only in Garry's Mod) If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the.lua files of those tools.

This also includes the context menu properties! Inputs StartRemoveTauCannon Makes the Tau Cannon move to where you look at, making it unusable. FinishRemoveTauCannon Removes the Tau Cannon, making it unusable. It also hides the aiming crosshair. LockEntrance UnlockEntrance LockExit UnlockExit Allow/prevent NPCs from entering/exiting. AddBusterToCargo (New with Half-Life 2: Episode Two / Source 2007) Adds a holder to jalopy's rear bumper.

SetCargoHopperVisibility (New with Half-Life 2: Episode Two / Source 2007) Set the visibility of the Magnusson holder. EnableRadar (New with Half-Life 2: Episode Two / Source 2007) DisableRadar (New with Half-Life 2: Episode Two / Source 2007) Adds/removes radar to/from the jalopy. EnableRadarDetectEnemies (New with Half-Life 2: Episode Two / Source 2007) Same as EnableRadar, but now detects enemies as well as cargo beacons.

EnablePhysGun (New with Half-Life 2: Episode Two / Source 2007) DisablePhysGun (New with Half-Life 2: Episode Two / Source 2007) Allow/disallow the to punt the jalopy.BaseDriveableVehicle. Kill Removes this entity and any entities parented to it from the world.

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KillHierarchy Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill. AddOutput Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.Format: Format::::: FireUser1 to FireUser4 Fire the OnUser outputs; see.

Use Same as a player invoking; may not do anything. Can also be invoked by creating an output that does not specify an input.This input is not included in Valve's. RunScriptFile (New with Left 4 Dead 2) Execute a file from disk, without file extension. The script contents are merged with the script scope of the receiving entity. RunScriptCode (New with Left 4 Dead 2) Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.

Bug: In, the code is executed in the script scope of the entity that fires the output, not the one receiving the input. Warning: Never try to pass string parameters to a script function with this input. It will corrupt the structure because of the nested quotation marks, which then must be removed manually with a text editor.

CallScriptFunction (New with Left 4 Dead 2) Execute a VScript function in the scope of the receiving entity. SetLocalOrigin (New with Alien Swarm) Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.

SetLocalAngles (New with Alien Swarm) Set this entity's angles. Outputs OnCompanionEnteredVehicle OnCompanionExitedVehicle Player companion has entered/exited the vehicle. OnHostileEnteredVehicle OnHostileExitedVehicle Player hostile has entered/exited the vehicle.BaseDriveableVehicle.

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Half-life 2 Vehicles

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Half Life 2 Cars Trailer

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