This article's documentation is for anything that uses the Source engine. Click here for more information.

Path track: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
m (Substituted IO templates)
 
(77 intermediate revisions by 32 users not shown)
Line 1: Line 1:
path_track
{{LanguageBar}}
{{tabs|path_track|goldsrc = 1|source = 1|main = source}}
{{CD|CPathTrack|file1=1}}
{{this is a|point entity|name=path_track|sprite=1}} It is used to build paths for other entities to follow. Each '''path_track''' is a node in the path, each holding the name of the next <code>path_track</code> in the path.


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.
{{clarify|{{mono|path_track}} vs {{ent|path_corner}} }}
=== Automated track creation ===
Cloning (<code>Shift-drag</code>) this entity will activate a feature used to automatically and quickly create a track. This feature will alter both the ''Name'' keyvalue, and the ''Next Stop Target'' keyvalue, so that a track is created between the source and the clone. More specifically, Hammer will add a counter after the ''Name'' keyvalue of the clone, or increment this counter if it already exists, creating a unique name in a series. If a name is completely omitted, it will simply name the clone "path".
If a ''Next Stop Target'' keyvalue has been specified, it will also alter this keyvalue of the source, to the name of the clone, resulting in a track being drawn between them.


KEYS
=== Reversing over a path_track ===
{{bug|Normally, when given a ''StartBackward'' or ''Reverse'' input, a ''func_tracktrain'' will begin moving in reverse direction at its normal speed. However, due to coding glitches, if some of the path_tracks involved in the course have their "''New Train Speed''" property value set to '''0''', the train may stop moving, or may move in the wrong direction. This issue can be solved by setting the "New Train Speed" property in the involved tracktrains to a number other than zero.}}


Name targetname <target_source> The name that other entities refer to this entity by.
== Parenting ==
A set of tracks can be parented. However, all tracks and the train running on them must be parented to the same object for movement to behave correctly. Failure to do so will lead to an intentional crash.


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
== Keyvalues ==
{{KV Targetname}}
{{KV|Next Stop Target|intn=target|target_destination|The next path_track in the path. {{Bug|If this is not set and a func_tanktrain starts here, using the StartForward output on the func_tanktrain will cause the map to not load.}}}}
{{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. {{bug|If this value is set to anything that isn't a path_track, the game will crash without notice upon loading the level.}}
{{KV|New Train Speed|intn=speed|float|When the train reaches this path_track, it will set its speed to this speed. Speeds higher than the max speed of the train are clamped.}}}}
{{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
:{{Bug|"Face this path_track's angles" doesn't work unless the train has "change angles" set to linear blend or ease in/out.}}
{{KV Angles}}


Pitch Yaw Roll (Y Z X) angles <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
== Flags ==
{{Fl|1|Disabled}}
{{Fl|2|Fire once}}
{{Fl|4|Branch Reverse (Alternative path is for going backwards, not forwards)}}
{{Fl|8|Disable train}}
{{Fl|16|Teleport to THIS path track}}
{{Fl|32|TF2 payload uphill zone}}
{{Fl|64|TF2 payload downhill zone}}
{{Fl|32768|Start on Branch path (Send to Branch Path by default)|nofgd=1}}


spawnflags spawnflags <flags>
== Inputs ==
{{I|ToggleAlternatePath|Cause the track to toggle to/from its alternate path.}}
{{I|EnableAlternatePath|Enable the alternate path of the track.}}
{{I|DisableAlternatePath|Disable the alternate path of the track.}}
{{I|TogglePath|Cause the track to toggle on/off}}
{{I|EnablePath|Enable the track.}}
{{I|DisablePath|Disable the track.}}
{{I|InPass|Cause the OnPass output to be fired.}}
{{I|InTeleport|Cause the OnTeleport output to be fired.}}


Next Stop Target target <target_destination> The next path_track in the path.
== Outputs ==
{{O|OnPass|Fired when any entity following this path passes this path_track node.}}
{{O|OnTeleport|Fired when any entity following this path teleports directly to this path_track node.}}


Branch 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.
== See also ==
 
* {{ent|path_corner}}
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.
* {{ent|func_tracktrain}} - The entity that moves between these paths, and [[Trains]].
 
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.
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
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.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.
 
OnPass Fired when any entity following this path passes this path_track node.

Latest revision as of 21:17, 19 April 2025

English (en)Português do Brasil (pt-br)Translate (Translate)
C++ Class hierarchy
CPathTrack
CPointEntity
CBaseEntity
C++ pathtrack.cpp
Path track.png

path_track is a point entity available in all Source Source games. It is used to build paths for other entities to follow. Each path_track is a node in the path, each holding the name of the next path_track in the path.

Clarify: path_track vs path_corner

Automated track creation

Cloning (Shift-drag) this entity will activate a feature used to automatically and quickly create a track. This feature will alter both the Name keyvalue, and the Next Stop Target keyvalue, so that a track is created between the source and the clone. More specifically, Hammer will add a counter after the Name keyvalue of the clone, or increment this counter if it already exists, creating a unique name in a series. If a name is completely omitted, it will simply name the clone "path". If a Next Stop Target keyvalue has been specified, it will also alter this keyvalue of the source, to the name of the clone, resulting in a track being drawn between them.

Reversing over a path_track

Icon-Bug.pngBug:Normally, when given a StartBackward or Reverse input, a func_tracktrain will begin moving in reverse direction at its normal speed. However, due to coding glitches, if some of the path_tracks involved in the course have their "New Train Speed" property value set to 0, the train may stop moving, or may move in the wrong direction. This issue can be solved by setting the "New Train Speed" property in the involved tracktrains to a number other than zero.  [todo tested in ?]

Parenting

A set of tracks can be parented. However, all tracks and the train running on them must be parented to the same object for movement to behave correctly. Failure to do so will lead to an intentional crash.

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

Next Stop Target (target) <targetname>
The next path_track in the path.
Icon-Bug.pngBug:If this is not set and a func_tanktrain starts here, using the StartForward output on the func_tanktrain will cause the map to not load.  [todo tested in ?]
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.
Icon-Bug.pngBug:If this value is set to anything that isn't a path_track, the game will crash without notice upon loading the level.  [todo tested in ?]
New Train Speed (speed) <float>
When the train reaches this path_track, it will set its speed to this speed. Speeds higher than the max speed of the train are clamped.
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
Icon-Bug.pngBug:"Face this path_track's angles" doesn't work unless the train has "change angles" set to linear blend or ease in/out.  [todo tested in ?]
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Disabled : [1]
Fire once : [2]
Branch Reverse (Alternative path is for going backwards, not forwards) : [4]
Disable train : [8]
Teleport to THIS path track : [16]
TF2 payload uphill zone : [32]
TF2 payload downhill zone : [64]
Start on Branch path (Send to Branch Path by default) : [32768] !FGD

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.
InPass
Cause the OnPass output to be fired.
InTeleport
Cause the OnTeleport output to be fired.

Outputs

OnPass
Fired when any entity following this path passes this path_track node.
OnTeleport
Fired when any entity following this path teleports directly to this path_track node.

See also