Env portal path track: Difference between revisions
Jump to navigation
Jump to search
Bug:A func_tracktrain cannot start at an
Bug:Copying an
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
[[File:Env portal path track.png|thumbnail|250px|An env_portal_path_track beam (top) versus the final effects (bottom)]] | |||
{{portal series point|env_portal_path_track}} It is an unfinished variant of {{ent|path_track}} which produces a visible light rail along the path. It was presumably meant for the Unstationary Scaffold, but the final game uses regular <code>path_track</code>s and {{ent|env_beam}}s for this. | |||
It is | {{bug|A {{ent|func_tracktrain}} cannot start at an <code>env_portal_path_track</code>. It can still follow them as long as the starting node is a regular path_track.}} | ||
{{bug|Copying an <code>env_portal_path_track</code> in Hammer will not automatically rename it or link the previous node.}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Scale Track FX|float|The amount to scale the track FX size}} | {{KV|Scale Track FX|float|The amount to scale the track FX size}} | ||
: {{bug|Appears non-functional}} | |||
{{KV|Scale Endpoint FX|float|The amount to scale the endpoint FX size.}} | {{KV|Scale Endpoint FX|float|The amount to scale the endpoint FX size.}} | ||
: {{bug|Appears non-functional}} | |||
{{KV|Fade Out Endpoint|float|Amount of time to fade out the endpoint FX}} | {{KV|Fade Out Endpoint|float|Amount of time to fade out the endpoint FX}} | ||
: {{bug|Appears non-functional}} | |||
{{KV|Fade In Endpoint|float|Amount of time to fade in the endpoint FX}} | {{KV|Fade In Endpoint|float|Amount of time to fade in the endpoint FX}} | ||
{{KV|Next Stop Target|target_destination|The next | : {{bug|Appears non-functional}} | ||
{{KV|Next Stop Target|target_destination|The next node in the path. This can be another <code>env_portal_path_track</code>, or a regular <code>path_track</code>}} | |||
{{KV|Branch Path|target_destination|An alternative path_track to be the next node in the path. Useful for making branching paths. Use the <code>ToggleAlternatePath</code> / <code>EnableAlternatePath</code> inputs to make the alternative path active.}} | {{KV|Branch Path|target_destination|An alternative path_track to be the next node in the path. Useful for making branching paths. Use the <code>ToggleAlternatePath</code> / <code>EnableAlternatePath</code> inputs to make the alternative path active.}} | ||
{{KV|New Train 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.}} | {{KV|New Train 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.}} | ||
Line 17: | Line 22: | ||
:* 1 : Face direction of motion | :* 1 : Face direction of motion | ||
:* 2 : Face this path_track's angles | :* 2 : Face this path_track's angles | ||
{{KV | {{KV BaseEntity|l4d2=1}} | ||
== Flags == | == Flags == | ||
Line 35: | Line 38: | ||
{{IO|EnablePath|Enable the track.}} | {{IO|EnablePath|Enable the track.}} | ||
{{IO|DisablePath|Disable the track.}} | {{IO|DisablePath|Disable the track.}} | ||
{{IO|ActivateTrackFX| | {{IO|ActivateTrackFX|Enable the track beam FX}} | ||
{{IO| | {{IO|DeactivateTrackFX|Disable the track beam FX}} | ||
{{IO| | {{IO|ActivateEndPointFX|Enable the endpoint FX}} | ||
{{IO|DeactivateEndPointFX| | : {{bug|Appears non-functional}} | ||
{{ | {{IO|DeactivateEndPointFX|Disable the endpoint FX}} | ||
{{I | : {{bug|Appears non-functional}} | ||
{{I BaseEntity}} | |||
== Outputs == | == Outputs == | ||
{{IO|OnPass|Fired when any entity following this path passes this path_track node.}} | {{IO|OnPass|Fired when any entity following this path passes this path_track node.}} | ||
{{O | {{O BaseEntity}} |
Revision as of 15:05, 28 June 2020
Template:Portal series point It is an unfinished variant of path_track which produces a visible light rail along the path. It was presumably meant for the Unstationary Scaffold, but the final game uses regular path_track
s and env_beams for this.

env_portal_path_track
. It can still follow them as long as the starting node is a regular path_track. [todo tested in ?]
env_portal_path_track
in Hammer will not automatically rename it or link the previous node. [todo tested in ?]Keyvalues
- Scale Track FX ([todo internal name (i)]) <float>
- The amount to scale the track FX size
Bug:Appears non-functional [todo tested in ?]
- Scale Endpoint FX ([todo internal name (i)]) <float>
- The amount to scale the endpoint FX size.
Bug:Appears non-functional [todo tested in ?]
- Fade Out Endpoint ([todo internal name (i)]) <float>
- Amount of time to fade out the endpoint FX
Bug:Appears non-functional [todo tested in ?]
- Fade In Endpoint ([todo internal name (i)]) <float>
- Amount of time to fade in the endpoint FX
Bug:Appears non-functional [todo tested in ?]
- Next Stop Target ([todo internal name (i)]) <targetname>
- The next node in the path. This can be another
env_portal_path_track
, or a regularpath_track
- Branch Path ([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
/EnableAlternatePath
inputs to make the alternative path active.
- New Train Speed ([todo internal name (i)]) <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.
- Path 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 ([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
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
- Enable the track beam FX
- DeactivateTrackFX
- Disable the track beam FX
- ActivateEndPointFX
- Enable the endpoint FX
Bug:Appears non-functional [todo tested in ?]
- DeactivateEndPointFX
- Disable the endpoint FX
Bug:Appears non-functional [todo tested in ?]
Outputs
- OnPass
- Fired when any entity following this path passes this path_track node.