Env portal path track: Difference between revisions

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{{wrongtitle|title=env_portal_path_track}}
[[File:Env portal path track.png|thumbnail|250px|An env_portal_path_track beam (top) versus the final effects (bottom)]]


==Entity Description==
{{this is a|point entity|name=env_portal_path_track|series=Portal}} It is an unfinished variant of {{ent|path_track}} which produces a visible light rail along the path. It was presumably meant for the Unstationary Scaffold, but the final game uses regular <code>path_track</code>s and {{ent|env_beam}}s for this.
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.
{{bug|A {{ent|func_tracktrain}} cannot start at an <code>env_portal_path_track</code>. It can still follow them as long as the starting node is a regular path_track.}}
{{bug|Copying an <code>env_portal_path_track</code> in Hammer will not automatically rename it or link the previous node.}}


==Availability==
== Keyvalues ==
This point entity is exclusive to [[Portal]].
{{KV Targetname}}
{{KV|Scale Track FX|intn=Track_beam_scale|float|The amount to scale the track FX size}}
: {{bug|Appears non-functional}}
{{KV|Scale Endpoint FX|intn=End_point_scale|float|The amount to scale the endpoint FX size.}}
: {{bug|Appears non-functional}}
{{KV|Fade Out Endpoint|intn=End_point_fadeout|float|Amount of time to fade out the endpoint FX}}
: {{bug|Appears non-functional}}
{{KV|Fade In Endpoint|intn=End_point_fadein|float|Amount of time to fade in the endpoint FX}}
: {{bug|Appears non-functional}}
{{KV|Next Stop Target|intn=target|target_destination|The next node in the path. This can be another <code>env_portal_path_track</code>, or a regular <code>path_track</code>}}
{{KV|Branch Path|intn=altpath|target_destination|An alternative path_track to be the next node in the path. Useful for making branching paths. Use the <code>ToggleAlternatePath</code> / <code>EnableAlternatePath</code> inputs to make the alternative path active.}}
{{KV|New Train Speed|intn=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.}}
{{KV|Path radius|intn=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.}}
{{KV|Orientation Type|intn=orientationtype|choices|The way that the path follower faces as it moves through this path track.}}
:* 0 : No change
:* 1 : Face direction of motion
:* 2 : Face this path_track's angles


==Keyvalues==
== Flags ==
* {{KV Targetname}}
{{fl|1|Disabled}}
* {{KV Angles}}
{{fl|2|Fire once}}
* {{KV Parentname}}
{{fl|4|Branch Reverse}}
* '''Track_beam_scale'''
{{fl|8|Disable train}}
: <float> The amount to scale the track FX size
{{fl|16|Teleport to THIS path track}}
* '''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==
== Inputs ==
* 1: Disabled
{{I|ToggleAlternatePath|Cause the track to toggle to/from its alternate path.}}
* 2: Fire once
{{I|EnableAlternatePath|Enable the alternate path of the track.}}
* 4: Branch Reverse
{{I|DisableAlternatePath|Disable the alternate path of the track.}}
* 8: Disable train
{{I|TogglePath|Cause the track to toggle on/off/}}
* 16: Teleport to THIS path track
{{I|EnablePath|Enable the track.}}
{{I|DisablePath|Disable the track.}}
{{I|ActivateTrackFX|Enable the track beam FX}}
{{I|DeactivateTrackFX|Disable the track beam FX}}
{{I|ActivateEndPointFX|Enable the endpoint FX}}
: {{bug|Appears non-functional}}
{{I|DeactivateEndPointFX|Disable the endpoint FX}}
: {{bug|Appears non-functional}}


==Inputs==
== Outputs ==
* {{I Targetname}}
{{O|OnPass|Fired when any entity following this path passes this path_track node.}}
* '''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==
* {{O Targetname}}
* '''OnPass'''
: Fired when any entity following this path passes this path_track node.
[[Category:Portal Entities]]

Latest revision as of 23:02, 20 April 2025

An env_portal_path_track beam (top) versus the final effects (bottom)

env_portal_path_track is a point entity available in Portal series Portal series. It is an unfinished variant of path_track which produces a visible light rail along the path. It was presumably meant for the Unstationary Scaffold, but the final game uses regular path_tracks and env_beams for this.

Icon-Bug.pngBug:A func_tracktrain cannot start at an env_portal_path_track. It can still follow them as long as the starting node is a regular path_track.  [todo tested in ?]
Icon-Bug.pngBug:Copying an env_portal_path_track in Hammer will not automatically rename it or link the previous node.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Scale Track FX (Track_beam_scale) <float>
The amount to scale the track FX size
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Scale Endpoint FX (End_point_scale) <float>
The amount to scale the endpoint FX size.
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Fade Out Endpoint (End_point_fadeout) <float>
Amount of time to fade out the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Fade In Endpoint (End_point_fadein) <float>
Amount of time to fade in the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Next Stop Target (target) <targetname>
The next node in the path. This can be another env_portal_path_track, or a regular path_track
Branch Path (altpath) <targetname>
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.
New Train Speed (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.
Path radius (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.
Orientation Type (orientationtype) <choices>
The way that the path follower faces as it moves through this path track.
  • 0 : No change
  • 1 : Face direction of motion
  • 2 : Face this path_track's angles

Flags

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

Inputs

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
Enable the track beam FX
DeactivateTrackFX
Disable the track beam FX
ActivateEndPointFX
Enable the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
DeactivateEndPointFX
Disable the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]

Outputs

OnPass
Fired when any entity following this path passes this path_track node.