Path track: Difference between revisions
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Revision as of 09:20, 16 December 2021

Template:Base point It is 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.
Automated track creation
Cloning (Shift-drag
) this entity will activate a feature used to automatically and quickly create a track. This feature will alter both the Name keyvalue, and the Next Stop Target keyvalue, so that a track is created between the source and the clone. More specifically, Hammer will add a counter after the Name keyvalue of the clone, or increment this counter if it already exists, creating a unique name in a series. If a name is completely omitted, it will simply name the clone "path".
If a Next Stop Target keyvalue has been specified, it will also alter this keyvalue of the source, to the name of the clone, resulting in a track being drawn between them.
Reversing over a path_track

Parenting
A set of tracks can be parented. However, all tracks and the train running on them must be parented to the same object for movement to behave correctly. Failure to do so will lead to an intentional crash.
Keyvalues
- Next Stop Target (target) ([todo internal name (i)]) <targetname>
- The next path_track in the path.
- Branch Path (altpath) ([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.Bug:If this value is set to anything that isn't a path_track, the game will crash without notice upon loading the level. [todo tested in ?]
- New Train Speed (speed) ([todo internal name (i)]) <float>
- When the train reaches this path_track, it will set its speed to this speed. Speeds higher than the max speed of the train are clamped.
- Path radius (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 (orientationtype) ([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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
- 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.
Flags
- Disabled : [1]
- Fire once : [2]
- Branch Reverse (Alternative path is for going backwards, not forwards) : [4]
- Disable train : [8]
- Teleport to THIS path track : [16]
- TF2 payload uphill zone : [32]
- TF2 payload downhill zone : [64]
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.
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
- OnPass
- Fired when any entity following this path passes this path_track node.
- OnTeleport
- Fired when any entity following this path teleports directly to this path_track node.
See also
- func_tracktrain - The entity that moves between these paths, and Trains.