User:Grande1900/sandbox: Difference between revisions

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


{{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.
{{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.}}
== Keyvalues ==
{{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
{{KV BaseEntity|l4d2=1}}
== Flags ==
* 1 : Disabled
* 2 : Fire once
* 4 : Branch Reverse
* 8 : Disable train
* 16 : Teleport to THIS path track
== Inputs ==
{{IO|ToggleAlternatePath|Cause the track to toggle to/from its alternate path.}}
{{IO|EnableAlternatePath|Enable the alternate path of the track.}}
{{IO|DisableAlternatePath|Disable the alternate path of the track.}}
{{IO|TogglePath|Cause the track to toggle on/off/}}
{{IO|EnablePath|Enable the track.}}
{{IO|DisablePath|Disable the track.}}
{{IO|ActivateTrackFX|Enable the track beam FX}}
{{IO|DeactivateTrackFX|Disable the track beam FX}}
{{IO|ActivateEndPointFX|Enable the endpoint FX}}
: {{bug|Appears non-functional}}
{{IO|DeactivateEndPointFX|Disable the endpoint FX}}
: {{bug|Appears non-functional}}
{{I BaseEntity}}
== Outputs ==
{{IO|OnPass|Fired when any entity following this path passes this path_track node.}}
{{O BaseEntity}}

Latest revision as of 10:19, 24 August 2024