path_corners
form a path that can be followed by various moving entities, including some monsters and the func_train
. The corresponding entity for func_tracktrain
(which can not use path_corner
) is path_track.path_corner
in the path. [A/O/M/T]path_corner
is passed by a func_train
using the path (blah!). [T]func_train
wait for this number of seconds before moving to next path_corner
. [T]func_train
once it passes this path_corner
. Must be > 0 to be usable. [T]func_train
entity will wait and will only continue when triggered. [T]func_train
entity teleport to the current path_corner
. [T]func_train
entity will only fire the path's "Fire On Pass" target once. [T]path_corner
naming convention. E.g. mypath1_1
, mypath1_2
, mypath1_3
...path_corner
s, and once they are interrupted, they will not proceed to the next path_corner
anymore. It makes sense to think of path_corner
s as "patrol paths" for monsters, where anything that raises alert makes them stop their rounds. scripted_sequence
offer more control and are more reliable.trigger_changetarget
can be used to make a func_train
move to a specific path_corner
, regardless of which path_corner
they're currently heading towards.You must log in to post a comment. You can login or register a new account.
afaik, it's only happened once, but something to keep in mind if you're having trouble with path corners.
func_train
is entirely withinfunc_train
itself. It is therefore possible to make a valid path with other entities mixed in. I've successfully mixedpath_corner
's withmomentary_doors
like this:target
=m1
wait
=0
spawnflags
= Teleport (2)target
=p2
wait
=0
target
=m2
wait
=0
spawnflags
= Teleport (2)target
=p1
wait
=0
momentary_door
's around and vary the distance thefunc_train
has to travel.It is a setup for an experiment where I can vary the time a
func_train
spends on one part of the map vs the other because it's being used to occlude LOS between me and a monster to test its AI schedule but that's off topic.But you can likewise use it to have dynamically timed sequence with the mom_doors and
func_train
's off the playable areas.My theory is that
func_train
's check the keyvalues of the entities it uses as paths (usuallypath_corner
's) without checking that their classname is actuallypath_corner
. You can therefore use any entity as long as it has keyvalues that concur with that ofpath_corner
's: atarget
, optionally await
,message
(fire on pass) orspeed
, andspawnflags
that don't conflict with that of apath_corner
(therefore flag 1 will stop thefunc_train
, flag 2 will teleport, etc.)[2024-09-22] Most monsters use "target" to patrol `path_corner`s. Should denote all attributes on whether they apply to [Apaches/Ospreys/Monsters/Trains].
[2024-09-23]
List of monsters that patrols path_corners in their target kvs:
target
attribute in their pages. For all others, also need to update thattarget
does nothing.[2024-10-07]