Path corner: Difference between revisions

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Path_corners can be chained together to form more complex routes. To create a path_corner chain simply shift+drag an existing path_corner. The values will automatically by filled in. To manually make a chain (or link one up in a circle), edit the '''Next stop target''' property. Note that the '''Train Speed''' values are obsolete unless you are making a path for a func_train.
Path_corners can be chained together to form more complex routes. To create a path_corner chain simply shift+drag an existing path_corner. The values will automatically by filled in. To manually make a chain (or link one up in a circle), edit the '''Next stop target''' property. Note that the '''Train Speed''' values are obsolete unless you are making a path for a func_train.


To make an NPC move to a path_corner edit the 'Target Path Corner' keyvalue, either in Hammer or through the I/O system.
To make an NPC move to a path_corner edit the 'Target Path Corner' keyvalue, either in Hammer or through the [[Entity_I/O_-_How_to_hook_up_entity_inputs_and_outputs.|I/O system]]..


==Limitations and bugs==
==Limitations and bugs==

Revision as of 15:16, 2 July 2005

A path_corner is a destination for an NPC. When told to, NPCs will stop other movement and walk steadily towards a path_corner. It is entirely scripted behaviour.

Path_corners can be chained together to form more complex routes. To create a path_corner chain simply shift+drag an existing path_corner. The values will automatically by filled in. To manually make a chain (or link one up in a circle), edit the Next stop target property. Note that the Train Speed values are obsolete unless you are making a path for a func_train.

To make an NPC move to a path_corner edit the 'Target Path Corner' keyvalue, either in Hammer or through the I/O system..

Limitations and bugs

  • A path_corner (or the first path corner on a chain) must be within 576 units for NPCs to find it.

Example

Example map (VMF)

Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a path.