Path track: Difference between revisions
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Revision as of 12:57, 12 February 2024

 links to other articles to help
 links to other articles to help  integrate it into the encyclopedia. Please help improve this article by adding links
 integrate it into the encyclopedia. Please help improve this article by adding links  that are relevant to the context within the existing text.
 that are relevant to the context within the existing text.January 2024
| path_track | |
|---|---|
|  | |
| Type | Point entity | 
| Engine |  Source | 
| Availability | In all games | 
path_track  is an   e0  available in all  Source games. It is used to build paths for other entities to follow. Each path_track is a node in the path, each holding the name of the next
 Source games. It is used to build paths for other entities to follow. Each path_track is a node in the path, each holding the name of the next path_track in the path.
Automated track creation
Cloning (Shift-drag) this entity will activate a feature used to automatically and quickly create a track. This feature will alter both the Name keyvalue, and the Next Stop Target keyvalue, so that a track is created between the source and the clone. More specifically, Hammer will add a counter after the Name keyvalue of the clone, or increment this counter if it already exists, creating a unique name in a series. If a name is completely omitted, it will simply name the clone "path".
If a Next Stop Target keyvalue has been specified, it will also alter this keyvalue of the source, to the name of the clone, resulting in a track being drawn between them.
Reversing over a path_track
 Bug:Normally, when given a StartBackward or Reverse input, a func_tracktrain will begin moving in reverse direction at its normal speed. However, due to coding glitches, if some of the path_tracks involved in the course have their "New Train Speed" property value set to 0, the train may stop moving, or may move in the wrong direction. This issue can be solved by setting the "New Train Speed" property in the involved tracktrains to a number other than zero.  [todo tested in ?]
Bug:Normally, when given a StartBackward or Reverse input, a func_tracktrain will begin moving in reverse direction at its normal speed. However, due to coding glitches, if some of the path_tracks involved in the course have their "New Train Speed" property value set to 0, the train may stop moving, or may move in the wrong direction. This issue can be solved by setting the "New Train Speed" property in the involved tracktrains to a number other than zero.  [todo tested in ?]Parenting
A set of tracks can be parented. However, all tracks and the train running on them must be parented to the same object for movement to behave correctly. Failure to do so will lead to an intentional crash.
Keyvalues
- Next Stop Target (target) ([todo internal name (i)]) <targetname>
- The next path_track in the path.  Bug:If this is not set and a func_tanktrain starts here, using the StartForward output on the func_tanktrain will cause the map to not load.  [todo tested in ?] Bug:If this is not set and a func_tanktrain starts here, using the StartForward output on the func_tanktrain will cause the map to not load.  [todo tested in ?]
- Branch Path (altpath) ([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/EnableAlternatePathinputs to make the alternative path active. Bug:If this value is set to anything that isn't a path_track, the game will crash without notice upon loading the level.  [todo tested in ?] Bug:If this value is set to anything that isn't a path_track, the game will crash without notice upon loading the level.  [todo tested in ?]
- New Train Speed (speed) ([todo internal name (i)]) <float>
- When the train reaches this path_track, it will set its speed to this speed. Speeds higher than the max speed of the train are clamped.
- Path radius (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 (orientationtype) ([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
 
 Bug:"Face this path_track's angles" doesn't work unless the train has "change angles" set to linear blend or ease in/out.  [todo tested in ?]
Bug:"Face this path_track's angles" doesn't work unless the train has "change angles" set to linear blend or ease in/out.  [todo tested in ?]- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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
- Disabled : [1]
- Fire once : [2]
- Branch Reverse (Alternative path is for going backwards, not forwards) : [4]
- Disable train : [8]
- Teleport to THIS path track : [16]
- TF2 payload uphill zone : [32]
- TF2 payload downhill zone : [64]
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.
- SetParent <string>
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
- OnTeleport
- Fired when any entity following this path teleports directly to this path_track node.
See also
- func_tracktrain - The entity that moves between these paths, and Trains.


























