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Path corner (GoldSrc): Difference between revisions

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(Created page with "{{tabs|path_corner|goldsrc = 1|source = 1|main = source}} {{This is a|name=path_corner|e0|engine=1}} Multiple path_corners form a path that can be followed by various moving...")
 
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{{tabs|path_corner|goldsrc = 1|source = 1|main = source}}  
{{tabs|path_corner|goldsrc = 1|source = 1|main = source}}  
{{This is a|name=path_corner|e0|engine=1}} Multiple path_corners form a path that can be followed by various moving entities.
{{this is a|point entity|name=path_corner|engine=GoldSrc}} Multiple path_corners form a path that can be followed by various moving entities.


{{clarify|{{ent|func_tracktrain|eng=goldsrc}} and {{ent|func_vehicle|eng=goldsrc}} use {{ent|path_track|eng=goldsrc}}; most other entities use {{mono|path_corner}}. }}
==Key Values==
==Key Values==
{{hl1_kv_targetname}}
{{hl1_kv_targetname}}

Latest revision as of 13:45, 28 September 2024

path_corner is a point entity available in all GoldSrc GoldSrc games. Multiple path_corners form a path that can be followed by various moving entities.

Clarify: func_tracktrain and func_vehicle use path_track; most other entities use path_corner.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
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.
Next stop target (target) <targetname>
Name of the next path_corner in the path.
Fire On Pass (message) <targetname>
Trigger an event when this path_corner is passed by the entity using the path.
Wait here (secs) (wait) <integer>
Wait for this number of seconds before moving to next corner.
New Train Speed (speed) <integer>
Speed of the train once it passes this path_corner.
New Train rot. Speed (yaw_speed) <integer>

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.