Limited support
This feature is only present in Portal 2: Community Edition.

POINT prop_vehicle_prisoner_pod

Combine prisoner pod that the player can ride in.

KeyValues

World model <studio> = models/vehicles/prisoner_pod.mdl

No description provided.

Vehicle Script File <string> = scripts/vehicles/prisoner_pod.txt

No description provided.

Inherited from BaseDriveableVehicle

Start locked <boolean> = No

Whether to start the vehicle locked. A locked vehicle cannot be entered or exited.

Inherited from BaseVehicle

Scale of action input / framerate <float> = 1

No description provided.

Inherited from BasePropPhysics

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Start Asleep 1
Don't take physics damage 2
Debris - Don't collide with the player or other debris 4
Motion Disabled 8
Not affected by rotor wash 128
Generate output on +USE 256
Prevent pickup 512
Prevent motion enable on player bump 1024
Debris with trigger interaction 4096
Radius pickup (easier to pickup) 16384
No collisions 2097152

Min Damage to Hurt <integer> = 0

The prop will ignore any damage events if the damage is less than this amount.

Shadow Cast Distance <integer> = 0

Use this to override how far this object casts shadows. 0 = default distance.

Physics Impact Damage Scale <float> = 0.1

Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.

Impact damage type <choices> = Blunt (0)

No description provided.

Possible Values:

Name Value
Blunt 0
Sharp 1

Damaging it Doesn't Push It <boolean> = No

Used to determine whether or not damage should cause the brush to move.

Scale Factor For Inertia <float> = 1.0

Scales the angular mass of an object. Used to hack angular damage and collision response.

Mass Scale <float> = 0

A scale multiplier for the object's mass.

Override Parameters <string>

A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.

Health Level to Override Motion <integer> = 0

If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.

Physics Impact Force to Override Motion <float> = 0

If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.

Sound to make when punted. <sound>

No description provided.

Inherited from BaseEntityPhysics

Collisions <choices> = VPhysics (6)

Method of collision for this entity. Can be changed at runtime with AddOutput.

Possible Values:

Name Value
None 0
BSP (QPhysics) 1
Bounding Box 2
Oriented Bounding Box 3
Oriented Bounding Box, constrained to Yaw only 4
Custom (defined per-entity, if not defined the entity will have bizarre collision behavior) 5
VPhysics 6

Bodygroup <integer> = 0

Sets the body group index for the model, starting with 0, if available.

Texture Frame <integer>

The frame number for any animated textures on this entity.

Lighting Origin <target_destination>

Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin.

Lighting Origin Offset <target_destination>

The info_lighting_relative from which to sample lighting instead of the entity's origin.

Start Fade Distance/Pixels <float>

Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.

End Fade Distance/Pixels <float>

Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.

Fade Scale <float> = 1

If you specify a fade in the worldspawn, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified.This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. 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.

Disable Shadows? <boolean> = No

Prevent the entity from creating cheap render-to-texture/dynamic shadows.

Disable Receiving Shadows? <boolean> = No

Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity.

Model Scale <float>

A multiplier for the size of the model.

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inherited from RenderFields

Render Mode <choices> = Normal (0)

Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = srca+dest(1-a)* Glow = srca + dest, fixed on screen for sprites Solid = Performs alphatest transparency* Additive = srca + dest Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest

Possible Values:

Name Value
Normal 0
Color 1
Texture 2
Glow 3
Solid 4
Additive 5
Additive Fractional Frame 7
Additive Alpha 8
World Space Glow 9
Don't Render 10

FX Color (R G B) <color255> = 255 255 255

A color to mix with the model/sprite.

FX Alpha (0 - 255) <integer> = 255

Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.

Render FX <choices> = Normal (0)

Various somewhat legacy alpha effects. Material Proxies are more modern.

Possible Values:

Name Value
Normal 0
Slow Pulse 1
Fast Pulse 2
Slow Wide Pulse 3
Fast Wide Pulse 4
Slow Strobe 9
Fast Strobe 10
Faster Strobe 11
Slow Flicker 12
Fast Flicker 13
Slow Fade Away 5
Fast Fade Away 6
Slow Become Solid 7
Fast Become Solid 8
Constant Glow 14
Fade Out 15
Fade In 16
Pulse Fast Wider 17
Glow Shell 18

Disable Receiving Shadows <boolean> = No

No description provided.

View ID nodraw <choices> = Draw normally (0)

This keyvalue can control whether an entity should only draw on things like monitors or mirrors, or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs.

Possible Values:

Name Value
Draw normally 0
Hide in main view (player's eyes) 193
Hide in cameras 36
Hide in mirrors/water 24
Hide in cameras and mirrors/water 60
Hide in 3D skybox 2
Hide projected texture shadows 128

Inherited from Reflection

Render in Fast Reflections <boolean> = No

If enabled, causes this entity/prop to to render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Inherited from DamageFilter

Damage Filter <filterclass>

Name of the filter entity that controls which entities can damage us.

Inherited from _Breakable

Explosion Damage <float> = 0

If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'.

Explosion Radius <float> = 0

If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.

Explode Magnitude <integer> = 0

If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.

Performance Mode <choices> = Normal (0)

Used to limit the amount of gibs produced when this entity breaks, for performance reasons.

Possible Values:

Name Value
Normal 0
No Gibs 1
Full Gibs on All Platforms 2
Reduced gibs 3

Pressure Delay <float> = 0

Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).

Minimum Damage to Hurt <integer> = 0

The entity will ignore any damage events if the damage is less than this amount.

Health <integer> = 0

Number of points of damage to take before breaking. 0 means don't break.

Inherited from SystemLevelChoice

Minimum CPU Level <choices> = default (low) (0)

No description provided.

Possible Values:

Name Value
default (low) 0
low 1
medium 2
high 3

Maximum CPU Level <choices> = default (high) (0)

No description provided.

Possible Values:

Name Value
default (high) 0
low 1
medium 2
high 3

Minimum GPU Level <choices> = default (very low) (0)

No description provided.

Possible Values:

Name Value
default (very low) 0
very low 1
low 2
medium 3
high 4

Maximum GPU Level <choices> = default (high) (0)

No description provided.

Possible Values:

Name Value
default (high) 0
very low 1
low 2
medium 3
high 4

Inherited from BaseFadeProp

Start Fade Dist <float> = -1

Distance at which the prop starts to fade (<0 = use fademaxdist).

End Fade Dist <float> = 0

Max fade distance at which the prop is visible (0 = don't fade out).

Inherited from SetSkin

Skin <integer> = 0

Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.

Inputs

Open <void>

Plays the pod's open animation and unlocks the pod for entry or exit.

Close <void>

Plays the pod's close animation and locks the pod for entry or exit.

EnterVehicle <void>

Forces the activator (or player) into the pod.

EnterVehicleImmediate <void>

Forces the activator (or player) into the pod without enter/exit animations.

ExitVehicle <void>

Boots the prisoner out of the pod.

Inherited from BaseDriveableVehicle

TurnOn <void>

Turn on: Start engine & enable throttle

TurnOff <void>

Turn off: Stop engine, disable throttle, engage brakes.

Lock <void>

Prevent the player from entering or exiting the vehicle.

Unlock <void>

Re-allow the player to enter or exit the vehicle.

Inherited from BaseVehicle

Action <float>

Set the speed of the action animation

HandBrakeOn <void>

Turns the handbrake on

HandBrakeOff <void>

Releases the handbrake

Steer <float>

Steer the vehicle +/-1

Throttle <float>

Throttle +/-1

Inherited from BasePropPhysics

Wake <void>

Wake up this physics object, if it is sleeping.

Sleep <void>

Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.

EnableMotion <void>

Enable physics motion/collision response.

DisableMotion <void>

Disable physics motion/collision response.

DisableFloating <void>

Disable fluid/floating simulation to reduce cost.

SetBodyGroup <integer>

Set this prop's body group (from 0 - n).

physdamagescale <float>

Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility.

EnableDamageForces <void>

Damaging the entity applies physics forces to it.

DisableDamageForces <void>

Damaging the entity does not apply physics forces to it.

EnablePuntSound <void>

Allow this prop to play its own sound when punted.

DisablePuntSound <void>

Prevent this prop from playing its own sound when punted.

Inherited from BaseEntityPhysics

Skin <integer>

Changes the model skin to the specified number.

Ignite <void>

Makes the entity catch on fire indefinitely.

IgniteLifetime <float>

Makes the entity catch on fire for a given amount of time.

IgniteNumHitboxFires <integer>

Makes the entity catch on fire with a given number of hitbox fire particles.

IgniteHitboxFireScale <float>

Makes the entity catch on fire with a given scale for hitbox fire particles.

BecomeRagdoll <void>

Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains ragdolling, for other models phys_convert can be used instead.

SetLightingOrigin <string>

Sets the entity to use as the entity's lighting origin. Any entity can be used.

SetLightingOriginHack <string>

Offsets the entity's lighting origin by their distance from an info_lighting_relative.

fademindist <float>

Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.

fademaxdist <float>

Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.

DisableShadow <void>

Allows the entity to draw a render target (dynamic) shadow.

EnableShadow <void>

Prevents the entity from drawing a render target (dynamic) shadow.

AlternativeSorting <boolean>

Used to attempt to fix sorting problems when rendering. True activates, false deactivates

SetModelScale <vector>

Sets the scale of the model. Secondary parameter (space delimited) sets the duration of time to scale the model.

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Inherited from RenderFields

Alpha <integer>

Set the entity's alpha (0 - 255).

Color <color255>

Set the entity's color (R G B).

SetRenderMode <integer>

Sets this entity's render mode.

SetRenderFX <integer>

Sets this entity's render FX.

SetViewHideFlags <integer>

Sets this entity's view ID nodraw flags (takes raw flag combination).

AddEffects <integer>

Adds an entity effect.

RemoveEffects <integer>

Removes an entity effect.

EnableDraw <void>

Draws an entity if it is not drawn. Equivalent to RemoveEffects > 32.

DisableDraw <void>

Undraws an entity if it is drawn. Equivalent to AddEffects > 32.

AddEFlags <integer>

Adds an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use AddSpawnFlags to add spawnflags.

RemoveEFlags <integer>

Removes an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use RemoveSpawnFlags to remove spawnflags.

SetCollisionGroup <integer>

Sets this entity's collision group.

Inherited from Reflection

DisableDrawInFastReflection <void>

Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

EnableDrawInFastReflection <void>

Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Inherited from DamageFilter

SetDamageFilter <target_destination>

Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.

Inherited from _Breakable

Break <void>

Breaks the breakable.

EnablePhyscannonPickup <void>

Makes the breakable able to picked up by the physcannon.

DisablePhyscannonPickup <void>

Makes the breakable not able to picked up by the physcannon.

SetMass <float>

Set mass of this object.

Outputs

OnOpen <void>

Fired when the pod is open enough to enter.

OnClose <void>

Fired when the pod too closed to enter.

Inherited from BaseDriveableVehicle

PlayerOn <void>

Player entered the vehicle

PlayerOff <void>

Player exited the vehicle

PressedAttack <void>

Player Pressed attack key

PressedAttack2 <void>

Player Pressed attack2 key

AttackAxis <string>

State of attack button [0,1]

Attack2Axis <string>

State of attack2 button [0,1]

Inherited from BasePropPhysics

OnMotionEnabled <void>

Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input.

OnAwakened <void>

Fired when this entity becomes awake (collision/force is applied to it while it's asleep).

OnPhysGunPickup <void>

Fired when the player picks up the prop with the physcannon or +USE.

OnPhysGunPunt <void>

Fired when a player punts this object with the physgun.

OnPhysGunOnlyPickup <void>

Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.

OnPhysGunDrop <void>

Fired when the player drops the prop with the physcannon or USE.

OnPlayerUse <void>

Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set.

OnPlayerPickup <void>

Fired whenever the player picks up this prop (with the physcannon or with +USE).

OnOutOfWorld <void>

Fired whenever the prop is out of the allowed world bounds.

Inherited from BaseEntityPhysics

OnIgnite <void>

Fired when this object catches fire.

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.

Inherited from BreakableProp

OnTakeDamage <void>

Fired each time this breakable takes any damage.

Inherited from _Breakable

OnBreak <void>

Fired when this breakable breaks.

OnHealthChanged <float>

Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].

OnPhysCannonDetach <void>

Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using.

OnPhysCannonAnimatePreStarted <void>

Fired when this prop starts playing the Pre physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using.

OnPhysCannonAnimatePullStarted <void>

Fired when this prop starts playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing.

OnPhysCannonPullAnimFinished <void>

Fired when this prop has finished playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing.

OnPhysCannonAnimatePostStarted <void>

Fired when this prop starts playing the Post physcannon-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using.