Path corner: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
Line 3: Line 3:
==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 destination for an NPC. When told to, NPCs will stop other movement and walk steadily towards a path_corner. It is entirely scripted behaviour.
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.


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 be 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.
===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 path corner on a chain) must be within 576 units for NPCs to find it.
* 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

Template:Wrongtitle

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

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.

Keyvalues

<target_destination> Next stop target

Inputs

Outputs