path_corner (Half-Life) Last edited 16 years ago2008-05-04 03:44:32 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Point Entity

Multiple path_corners form a path that can be followed by various moving entities, including some monsters and the func_train.

Attributes

Flags

Inputs

Outputs

Notes

6 Comments

Commented 14 years ago2009-06-09 00:07:41 UTC Comment #101117
weird bug i had once regarding path corners. I grouped 4 pathcorners together, and somehow the fire on pass value i had for only 1 out of 4 paths, was copy/pasted to all 4 path_corners!

afaik, it's only happened once, but something to keep in mind if you're having trouble with path corners.
Commented 11 years ago2013-03-31 19:01:13 UTC Comment #101118
better use func_tracktrain it doesn't need any corners
Commented 2 years ago2022-04-01 12:04:54 UTC Comment #104293
New train rot. Speed (yaw_speed) was listed as an attribute but that doesn't seem to be implemented, so I removed it
Commented 1 year ago2022-07-09 18:58:44 UTC Comment #104631
does func_traintrack supports path_corner or its only path_tracks that makes it moves
Commented 1 year ago2022-07-09 19:24:34 UTC Comment #104632
C0JJ, func_tracktrain uses path_track only. I have updated the article to clarify
Commented 3 months ago2024-02-29 00:09:02 UTC Comment #106019
Fun fact: the logic of picking movement waypoints of a func_train is entirely within func_train itself. It is therefore possible to make a valid path with other entities mixed in. I've successfully mixed path_corners with momentary_doors like this:
  1. path_corner (p1)
    • target = m1
    • wait = 0
    • spawnflags = Teleport (2)
  2. momentary_door (m1)
    • target = p2
    • wait = 0
  3. path_corner (p2)
    • target = m2
    • wait = 0
    • spawnflags = Teleport (2)
  4. momentary_door (m2)
    • target = p1
    • wait = 0
I can then use momentary_rot_button to move the momentary_doors around and vary the distance the func_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_trains off the playable areas.
My theory is that func_trains check the keyvalues of the entities it uses as paths (usually path_corners) without checking that their classname is actually path_corner. You can therefore use any entity as long as it has keyvalues that concur with that of path_corners: a target, optionally a wait, message (fire on pass) or speed, and spawnflags that don't conflict with that of a path_corner (therefore flag 1 will stop the func_train, flag 2 will teleport, etc.)

You must log in to post a comment. You can login or register a new account.