Env portal path track: Difference between revisions

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{{portal point|env_portal_path_track}}
{{portal series point|env_portal_path_track}} It is 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.


==Entity Description==
== Keyvalues ==
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.
{{KV|Scale Track FX|float|The amount to scale the track FX size}}
{{KV|Scale Endpoint FX|float|The amount to scale the endpoint FX size.}}
{{KV|Fade Out Endpoint|float|Amount of time to fade out the endpoint FX}}
{{KV|Fade In Endpoint|float|Amount of time to fade in the endpoint FX}}
{{KV|Next Stop Target|target_destination|The next path_track in the path.}}
{{KV|Branch Path|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|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|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|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 Targetname}}
{{KV Parentname}}
{{KV Angles}}


==Keyvalues==
== Flags ==
* {{KV Targetname}}
* 1 : Disabled
* {{KV Angles}}
* 2 : Fire once
* {{KV Parentname}}
* 4 : Branch Reverse
* '''Track_beam_scale'''
* 8 : Disable train
: <float> The amount to scale the track FX size
* 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.
:{| class=standard-table
! Literal Value || Description
|-
| 0 || No change
|-
| 1 || Face direction of motion
|-
| 2 || Face this path_track's angles
|}


==Flags==
== Inputs ==
* 1: Disabled
{{IO|ToggleAlternatePath|Cause the track to toggle to/from its alternate path.}}
* 2: Fire once
{{IO|EnableAlternatePath|Enable the alternate path of the track.}}
* 4: Branch Reverse
{{IO|DisableAlternatePath|Disable the alternate path of the track.}}
* 8: Disable train
{{IO|TogglePath|Cause the track to toggle on/off/}}
* 16: Teleport to THIS path track
{{IO|EnablePath|Enable the track.}}
{{IO|DisablePath|Disable the track.}}
{{IO|ActivateTrackFX|Turn on the track's fx beam}}
{{IO|ActivateEndPointFX|Turn on the endpoint's fx}}
{{IO|DeactivateTrackFX|Turn off the track's fx beam}}
{{IO|DeactivateEndPointFX|Turn off the endpoint's fx}}
{{I Targetname}}
{{I Parentname}}


==Inputs==
== Outputs ==
* {{I Targetname}}
{{IO|OnPass|Fired when any entity following this path passes this path_track node.}}
* '''ToggleAlternatePath'''
{{O Targetname}}
: 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.

Revision as of 15:41, 31 July 2011

Template:Portal series point It is 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.

Keyvalues

Scale Track FX ([todo internal name (i)]) <float>
The amount to scale the track FX size
Scale Endpoint FX ([todo internal name (i)]) <float>
The amount to scale the endpoint FX size.
Fade Out Endpoint ([todo internal name (i)]) <float>
Amount of time to fade out the endpoint FX
Fade In Endpoint ([todo internal name (i)]) <float>
Amount of time to fade in the endpoint FX
Next Stop Target ([todo internal name (i)]) <targetname>
The next path_track in the path.
Branch Path ([todo internal name (i)]) <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 ([todo internal name (i)]) <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 ([todo internal name (i)]) <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 ([todo internal name (i)]) <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
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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

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

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
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


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

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