Env portal path track: Difference between revisions

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{{wrongtitle|title=env_portal_path_track}}
{{portal point|env_portal_path_track}}


==Entity Description==
==Entity Description==
An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path.
An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path.
==Availability==
This point entity is exclusive to [[Portal]].


==Keyvalues==
==Keyvalues==
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* '''OnPass'''
* '''OnPass'''
: Fired when any entity following this path passes this path_track node.
: Fired when any entity following this path passes this path_track node.
[[Category:Portal Entities]]

Revision as of 06:21, 23 April 2011

Template:Portal point

Entity Description

An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.
Parentname:
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.
  • Track_beam_scale
<float> The amount to scale the track FX size
  • End_point_scale
<float> The amount to scale the endpoint FX size.
  • End_point_fadeout
<float> Amount of time to fade out the endpoint FX
  • End_point_fadein
<float> Amount of time to fade in the endpoint FX
  • target
<target_destination> The next path_track in the path.
  • altpath
<target_destination> An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active.
  • speed
<float> When the train reaches this path_track, it will set its speed to this speed. This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed.
  • radius
<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.
  • orientationtype
<choices> The way that the path follower faces as it moves through this path track.
Literal Value Description
0 No change
1 Face direction of motion
2 Face this path_track's angles

Flags

  • 1: Disabled
  • 2: Fire once
  • 4: Branch Reverse
  • 8: Disable train
  • 16: Teleport to THIS path track

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.
  • ActivateTrackFX
Turn on the track's fx beam
  • ActivateEndPointFX
Turn on the endpoint's fx.
  • DeactivateTrackFX
Turn off the track's fx beam.
  • DeactivateEndPointFX
Turn off the endpoint's fx.

Outputs

  • OnPass
Fired when any entity following this path passes this path_track node.