Env portal path track: Difference between revisions

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


==Entity description==
{{portal series point|env_portal_path_track}} 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.
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.
{{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 ==
== Keyvalues ==
{{KV|Scale Track FX|float|The amount to scale the track FX size}}
{{KV|Scale Track FX|float|The amount to scale the track FX size}}
: {{bug|Appears non-functional}}
{{KV|Scale Endpoint FX|float|The amount to scale the endpoint FX size.}}
{{KV|Scale Endpoint FX|float|The amount to scale the endpoint FX size.}}
: {{bug|Appears non-functional}}
{{KV|Fade Out Endpoint|float|Amount of time to fade out the endpoint FX}}
{{KV|Fade Out Endpoint|float|Amount of time to fade out the endpoint FX}}
: {{bug|Appears non-functional}}
{{KV|Fade In Endpoint|float|Amount of time to fade in 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.}}
: {{bug|Appears non-functional}}
{{KV|Next Stop 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|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|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|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.}}
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:* 1 : Face direction of motion
:* 1 : Face direction of motion
:* 2 : Face this path_track's angles
:* 2 : Face this path_track's angles
{{KV Targetname}}
{{KV BaseEntity|l4d2=1}}
{{KV Parentname}}
{{KV Angles}}


== Flags ==
== Flags ==
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{{IO|EnablePath|Enable the track.}}
{{IO|EnablePath|Enable the track.}}
{{IO|DisablePath|Disable the track.}}
{{IO|DisablePath|Disable the track.}}
{{IO|ActivateTrackFX|Turn on the track's fx beam}}
{{IO|ActivateTrackFX|Enable the track beam FX}}
{{IO|ActivateEndPointFX|Turn on the endpoint's fx}}
{{IO|DeactivateTrackFX|Disable the track beam FX}}
{{IO|DeactivateTrackFX|Turn off the track's fx beam}}
{{IO|ActivateEndPointFX|Enable the endpoint FX}}
{{IO|DeactivateEndPointFX|Turn off the endpoint's fx}}
: {{bug|Appears non-functional}}
{{I Targetname}}
{{IO|DeactivateEndPointFX|Disable the endpoint FX}}
{{I Parentname}}
: {{bug|Appears non-functional}}
{{I BaseEntity}}


== Outputs ==
== Outputs ==
{{IO|OnPass|Fired when any entity following this path passes this path_track node.}}
{{IO|OnPass|Fired when any entity following this path passes this path_track node.}}
{{O Targetname}}
{{O BaseEntity}}

Revision as of 15:05, 28 June 2020

An env_portal_path_track beam (top) versus the final effects (bottom)

Template:Portal series point 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_tracks and env_beams for this.

Icon-Bug.pngBug:A func_tracktrain cannot start at an env_portal_path_track. It can still follow them as long as the starting node is a regular path_track.  [todo tested in ?]
Icon-Bug.pngBug:Copying an env_portal_path_track in Hammer will not automatically rename it or link the previous node.  [todo tested in ?]

Keyvalues

Scale Track FX ([todo internal name (i)]) <float>
The amount to scale the track FX size
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Scale Endpoint FX ([todo internal name (i)]) <float>
The amount to scale the endpoint FX size.
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Fade Out Endpoint ([todo internal name (i)]) <float>
Amount of time to fade out the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Fade In Endpoint ([todo internal name (i)]) <float>
Amount of time to fade in the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Next Stop Target ([todo internal name (i)]) <targetname>
The next node in the path. This can be another env_portal_path_track, or a regular path_track
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


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
Enable the track beam FX
DeactivateTrackFX
Disable the track beam FX
ActivateEndPointFX
Enable the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
DeactivateEndPointFX
Disable the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]


Outputs

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