Path corner: Difference between revisions
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In code, it is represented by the
(mention NPC facing as a potential limitation.) |
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{{lang | {{lang|title=path_corner}} | ||
{{infotable | {{infotable | ||
| | |path_corner | ||
|img=[[Image:path_corner.png]] | |||
|type=e0 | |type=e0 | ||
|engine=2 | |engine=2 | ||
|in=0 | |in=0 | ||
}} {{entity|path_corner|type=e0}} | }} | ||
{{entity|path_corner|type=e0}} | |||
Revision as of 01:48, 9 February 2023
path_corner | |
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![]() | |
Type | Point entity |
Engine | ![]() |
Availability | In all games |
Entity description
Notes
- A path_corner is a corner in a path, either for a func_train or an NPC. path_corners can be chained together to form complex routes. To create a path_corner chain simply shift+drag an existing path_corner. The values will automatically be filled in. To manually make a chain (or link one up in a circle), edit the Next stop target property.
- A path_corner_crash is identical to a path_corner, but can be enabled and disabled for a crash point; when an NPC is searching for a crash point, it will not search for generic path_corners
- The path_corner entity is !FGD for base.fgd, so it only will appear in Hammer for Half-Life 2

CPathCorner
class, defined in thepathcorner.cpp
file.
NPCs
A path_corner can be a destination for an NPC. When told to, NPCs will stop other movement and walk steadily towards a path_corner. It is entirely scripted behavior. Note that the Train Speed and wait values do not affect NPCs.
To make an NPC move to a path_corner edit the Target Path Corner keyvalue, either in Hammer or through the I/O system. Alternatively, an NPC can be made to follow a path_corner chain by using the aiscripted_schedule or scripted_sequence entities.
- See also Assaults for an alternative way to create NPC routes without using path_corner.
Limitations and bugs
- A path_corner (or the first path_corner on a chain) must be within 576 units for NPCs to find it.
- It is either difficult or impossible to tell an NPC which direction to face once they've reached a path corner. If this is important, you may want to consider using Assaults instead.
Examples
- See the apc_on_path and the npc_scanner_on_path prefabs for examples on usage.
- Download Example (VMF)
Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a path.
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
- Next stop target (target) <string>
- Wait here (secs) (wait) <float>
- New train speed (speed) <float>
- Leave at zero to leave path follower's speed the same
Flags
- 1 : Wait for retrigger
- 2 : Teleport to THIS path_corner
Inputs
- SetNextPathCorner
- <target_destination> Set target path_corner
Outputs
- OnPass
- Fires when a path follower passes this point. (!activator is the train)