This is a SourceMod plugin that allows spawning driveable vehicles based on prop_vehicle_driveable
in Source engine
multiplayer games.
List of supported games:
- Team Fortress 2
- Counter-Strike: Source
- Black Mesa
- Half-life 2: Deathmatch
This plugin bundles the required entity fixes, and a few configurable nice-to-have features.
- Fully functioning driveable vehicles based on
prop_vehicle_driveable
- Vehicle sounds
- Entry and exit animations (experimental)
- Physics collisions and damage against other players
- High customizability through plugin configuration and ConVars
- SourceMod 1.11
- LoadSoundScript (optional, used for vehicle sounds)
- Download the latest version from the releases page
- Extract the contents of the ZIP file into your server's game directory
- Restart your server or type
sm plugins load vehicles
into your server console
The easiest way to spawn vehicles is using the sm_vehicle
command.
This requires vehicles to be added to the vehicle configuration.
If you have access to ent_create
, you can spawn vehicle entities without having to add them to the configuration.
The plugin automatically detects and hooks any vehicle spawned into the map.
If a configuration entry matches both the vehicle model and vehicle script, its properties will be applied accordingly.
Example:
ent_create prop_vehicle_driveable model "models/buggy.mdl" VehicleScript "scripts/vehicles/jeep_test.txt"
To enter a vehicle, look at it and use the +use
console command.
The vehicle configuration allows you to add custom vehicles. Each vehicle requires at least a name, model, vehicle script, and vehicle type. More documentation and examples can be found in the default configuration.
To learn how to create custom vehicle models and scripts, check out the Vehicle Scripts for Source guide on Steam.
"Vehicles"
{
"example_vehicle"
{
"name" "#Vehicle_ExampleVehicle"
"model" "models/vehicles/example_vehicle.mdl"
"script" "scripts/vehicles/example_vehicle.txt"
"type" "car_wheels"
"soundscript" "scripts/example_soundscript.txt"
"skins" "0,1,2"
"key_hint" "#Hint_VehicleKeys_Car"
"lock_speed" "10.0"
"is_passenger_visible" "1"
"horn_sound" "sounds/vehicles/example_horn.wav"
"downloads"
{
"0" "models/vehicles/example_vehicle.dx80.vtx"
"1" "models/vehicles/example_vehicle.dx90.vtx"
"2" "models/vehicles/example_vehicle.mdl"
"3" "models/vehicles/example_vehicle.phy"
"4" "models/vehicles/example_vehicle.sw.vtx"
"5" "models/vehicles/example_vehicle.vvd"
"6" "materials/models/vehicles/example_vehicle.vmt"
"7" "materials/models/vehicles/example_vehicle.vtf"
}
}
}
The plugin creates the following console variables:
vehicle_config_path ( def. "configs/vehicles/vehicles.cfg" )
- Path to vehicle configuration file, relative to the SourceMod foldervehicle_physics_damage_modifier ( def. "1.0" )
- Modifier of impact-based physics damage against other playersvehicle_passenger_damage_modifier ( def. "1.0" )
- Modifier of damage dealt to vehicle passengersvehicle_enable_entry_exit_anims ( def. "0" )
- If set to 1, enables entry and exit animations (experimental)vehicle_enable_horns ( def. "1" )
- If set to 1, enables vehicle horns
Most vehicles have entry and exit animations that make the player transition between the vehicle and the entry/exit points. The plugin fully supports these animations.
However, since Valve never intended prop_vehicle_driveable
to be used outside Half-Life 2, there is code that does not
function properly in a multiplayer environment and can even cause client crashes.
Because of that, entry and exit animations on all vehicles are disabled by default and have to be manually enabled by
setting vehicle_enable_entry_exit_anims
to 1
. If you intend to use this plugin on a public server, it is highly
recommended to keep the animations disabled.