Path corner: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
A path_corner_crash is synonymous to a path_corner | A '''path_corner_crash''' is synonymous to a path_corner | ||
A path_corner is a | A [[path_corner]] is a corner in a path, either for a [[func_train]] or an [[NPC]]. [[Path_corner]]s 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. | ||
===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 behaviour. Note that the '''Train Speed''' values do not affect NPCs. | |||
To make a 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]]. Alternately, an NPC can be made to follow a path_corner chain by using the [[aiscripted_schedule]] or [[scripted_sequence]] entities. | To make a 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]]. Alternately, an NPC can be made to follow a [[path_corner]] chain by using the [[aiscripted_schedule]] or [[scripted_sequence]] entities. | ||
===Limitations and bugs=== | ====Limitations and bugs==== | ||
* A path_corner (or the first | * A [[path_corner]] (or the first [[path_corner]] on a chain) must be within 576 units for NPCs to find it. | ||
===Example=== | ====Example==== | ||
[http://www.btinternet.com/~varsity_uk/VDC/Source_AI/apc_drive.zip Example map (VMF)] | [http://www.btinternet.com/~varsity_uk/VDC/Source_AI/apc_drive.zip Example map (VMF)] | ||
Revision as of 20:33, 21 September 2005
Entity Description
A path_corner_crash is synonymous to a path_corner
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.
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 behaviour. Note that the Train Speed values do not affect NPCs.
To make a NPC move to a path_corner edit the 'Target Path Corner' keyvalue, either in Hammer or through the I/O system. Alternately, an NPC can be made to follow a path_corner chain by using the aiscripted_schedule or scripted_sequence entities.
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
Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a path.
Keyvalues
- Template:Kv targetname
- target
- <target_destination> Next stop target