Path corner: Difference between revisions

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==Entity Description==
==Entity Description==


'''''Note:''' A '''path_corner_crash''' is synonymous to a [[path_corner]]''
===Notes===


'''''Note:''' The [[path_corner]] entity is {{not in fgd}}''
* 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.
 
* 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_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.
* The [[path_corner]] entity is {{not in fgd}}


===NPCs===
===NPCs===

Revision as of 15:08, 22 September 2005

Template:Wrongtitle

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 synonymous to a path_corner
  • The path_corner entity is Template:Not in fgd

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