Path corner: Difference between revisions
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In code, it is represented by the
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|engine=2 | |engine=2 | ||
|in=0 | |in=0 | ||
}}{{entity|path_corner|type=e0}} | }} | ||
{{CD|CPathCorner|file1=pathcorner.cpp}} | |||
{{entity|path_corner|type=e0}} | |||
==Entity description== | ==Entity description== | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Next stop target|string|intn=target|}} | {{KV|Next stop target|string|intn=target|}} | ||
{{KV|Wait here (secs)|float|intn=wait|}} | {{KV|Wait here (secs)|float|intn=wait|}} | ||
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==Flags== | ==Flags== | ||
{{fl|1|Wait for retrigger}} | |||
{{fl|2|Teleport to THIS path_corner}} | |||
==Inputs== | ==Inputs== | ||
{{IO|SetNextPathCorner|param=target_destination|Set target [[path_corner]]}} | |||
==Outputs== | ==Outputs== | ||
{{IO|OnPass|Fires when a path follower passes this point. {{activator|train}}}} | |||
[[Category:AI]][[Category:Entities]] | [[Category:AI]][[Category:Entities]] |
Revision as of 06:01, 11 August 2023
path_corner | |
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Type | Point entity |
Engine | ![]() |
Availability | In all games |
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CPathCorner |
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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 identical to a path_corner, but can be enabled and disabled for a crash point; when an NPC is searching for a crash point, it will not search for generic path_corners
- The path_corner entity is !FGD for base.fgd, so it only will appear in Hammer for Half-Life 2

CPathCorner
class, defined in thepathcorner.cpp
file.
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 behavior. Note that the Train Speed and wait values do not affect NPCs.
To make an NPC move to a path_corner edit the Target Path Corner keyvalue, either in Hammer or through the I/O system. Alternatively, an NPC can be made to follow a path_corner chain by using the aiscripted_schedule or scripted_sequence entities.
- See also Assaults for an alternative way to create NPC routes without using path_corner.
Limitations and bugs
- A path_corner (or the first path_corner on a chain) must be within 576 units for NPCs to find it.
- It is either difficult or impossible to tell an NPC which direction to face once they've reached a path corner. If this is important, you may want to consider using Assaults instead.
Examples
- See the apc_on_path and the npc_scanner_on_path prefabs for examples on usage.
- Download Example (VMF)
Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a 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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Next stop target (target) <string>
- Wait here (secs) (wait) <float>
- New train speed (speed) <float>
- Leave at zero to leave path follower's speed the same
Flags
- Wait for retrigger : [1]
- Teleport to THIS path_corner : [2]
Inputs
- SetNextPathCorner <targetname >
- Set target path_corner
Outputs
- OnPass
- Fires when a path follower passes this point. (!activator is the train)