path_corner

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Contents

Entity Description

Notes

  • A path_corner is a corner in a path, either for a func_train or an NPC. path_corners can be chained together to form complex routes. To create a path_corner chain simply shift+drag an existing path_corner. The values will automatically be filled in. To manually make a chain (or link one up in a circle), edit the Next stop target property.
  • A path_corner_crash is identical to a path_corner, but can be enabled and disabled for a crash point; when an NPC is searching for a crash point, it will not search for generic path_corners
  • The path_corner entity is !FGD for base.fgd, so it only will appear in Hammer for Half-Life 2


NPCs

A path_corner can be a destination for an NPC. When told to, NPCs will stop other movement and walk steadily towards a path_corner. It is entirely scripted behavior. Note that the Train Speed and wait values do not affect NPCs.

To make a NPC move to a path_corner edit the Target Path Corner keyvalue, either in Hammer or through the I/O system. Alternately, an NPC can be made to follow a path_corner chain by using the aiscripted_schedule or scripted_sequence entities.

  • See also Assaults for an alternative way to create NPC routes without using path_corner.

Limitations and bugs

  • A path_corner (or the first path_corner on a chain) must be within 576 units for NPCs to find it.

Examples

Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a path.

Availability

This point-based entity is available in: all Source games. In code it is represented by class CPathCorner, defined in pathcorner.cpp.

Keyvalues

The name that other entities refer to this entity by.
  • hammerid <integer(New with Orange Box)
Read-only ID used for debugging purposes in Hammer.
  • target
<target_destination> Next stop target
  • wait
<float> Wait here (secs)
  • speed
<float> New train speed—Leave at zero to leave path follower's speed the same

Flags

  • 1 : Wait for retrigger
  • 2 : Teleport to THIS path_corner

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
  • SetNextPathCorner
<target_destination> Set target path_corner

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnPass
Fires when a path follower passes this point.
!activator = train
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