path_corner
Last edited 2 years ago2022-07-09 19:27:25 UTC
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Point EntityMultiple 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.
Attributes
- Name (targetname) - Property used to identify entities.
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in Hammer corresponds to Yaw. The settings are not always (or not all) used.
- Next stop target (target) - Name of the next path_corner in the path.
- Fire On Pass (message) - Trigger this event when this path_corner is passed by the entity using the path (blah!).
- Wait here (wait) - Wait for this number of seconds before moving to next corner.
- New Train Speed (speed) - Speed of the train once it passes this path_corner.
Flags
- Wait for retrigger (1) - Moving entity will wait and will only continue when triggered.
- Teleport (2) - Makes a func_train entity teleport to the current path_corner.
- Fire once (4) - Will only fire its Fire On Pass" target once.
Notes
- It's a good idea to establish a simple path_corner naming convension. E.g. 'mypath1_1', 'mypath1_2', 'mypath1_3'.
- Monsters will ignore the 'Wait here' setting, and once they are interrupted, they will not proceed to the next path_corner anymore. scripted_sequences offer more control and are more reliable.
- A trigger_changetarget can be used to make an object move to a specific path_corner, regardless of which path_corner they're currently heading towards.
6 Comments
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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]