Env portal path track: 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 == | ||
This | {{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 | |||
== | == Flags == | ||
{{fl|1|Disabled}} | |||
{{fl|2|Fire once}} | |||
{{fl|4|Branch Reverse}} | |||
{{fl|8|Disable train}} | |||
{{fl|16|Teleport to THIS path track}} | |||
| | |||
|} | |||
== | == 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|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}} | |||
== Outputs == | |||
{{O|OnPass|Fired when any entity following this path passes this path_track node.}} | |||
==Outputs== | |||
Latest revision as of 23:02, 20 April 2025
env_portal_path_track
is a point entity available in 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_track
s and env_beams for this.

env_portal_path_track
. It can still follow them as long as the starting node is a regular path_track. [todo tested in ?]
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
ortarget
).
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
Bug:Appears non-functional [todo tested in ?]
- Scale Endpoint FX (End_point_scale) <float>
- The amount to scale the endpoint FX size.
Bug:Appears non-functional [todo tested in ?]
- Fade Out Endpoint (End_point_fadeout) <float>
- Amount of time to fade out the endpoint FX
Bug:Appears non-functional [todo tested in ?]
- Fade In Endpoint (End_point_fadein) <float>
- Amount of time to fade in the endpoint FX
Bug: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 regularpath_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
Bug:Appears non-functional [todo tested in ?]
- DeactivateEndPointFX
- Disable the endpoint FX
Bug:Appears non-functional [todo tested in ?]
Outputs
- OnPass
- Fired when any entity following this path passes this path_track node.