env_portal_path_track

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Entity Description

An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path.

Availability

This point entity is exclusive to Portal.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Track_beam_scale
<float> The amount to scale the track FX size
  • End_point_scale
<float> The amount to scale the endpoint FX size.
  • End_point_fadeout
<float> Amount of time to fade out the endpoint FX
  • End_point_fadein
<float> Amount of time to fade in the endpoint FX
  • target
<target_destination> The next path_track in the path.
  • altpath
<target_destination> An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active.
  • speed
<float> When the train reaches this path_track, it will set its speed to this speed. This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed.
  • radius
<float> Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node.
  • orientationtype
<choices> The way that the path follower faces as it moves through this path track.
Literal Value Description
0 No change
1 Face direction of motion
2 Face this path_track's angles

Flags

  • 1: Disabled
  • 2: Fire once
  • 4: Branch Reverse
  • 8: Disable train
  • 16: Teleport to THIS path track

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • ToggleAlternatePath
Cause the track to toggle to/from its alternate path.
  • EnableAlternatePath
Enable the alternate path of the track.
  • DisableAlternatePath
Disable the alternate path of the track.
  • TogglePath
Cause the track to toggle on/off.
  • EnablePath
Enable the track.
  • DisablePath
Disable the track.
  • ActivateTrackFX
Turn on the track's fx beam
  • ActivateEndPointFX
Turn on the endpoint's fx.
  • DeactivateTrackFX
Turn off the track's fx beam.
  • DeactivateEndPointFX
Turn off the endpoint's fx.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnPass
Fired when any entity following this path passes this path_track node.
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