User:Grande1900/sandbox: Difference between revisions

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[[File:Env portal path track.png|thumbnail|250px|An env_portal_path_track beam (top) versus the final effects (bottom)]]
{{this is a|point entity|name=env_portal_path_track|series=Portal}} 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.
{{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 ==
{{KV|Scale Track FX|intn=Track_beam_scale|float|The amount to scale the track FX size}}
{{KV|Scale Track FX|intn=Track_beam_scale|float|The amount to scale the track FX size}}
: {{bug|Appears non-functional}}
: {{bug|Appears non-functional}}
Line 16: Line 23:
:* 2 : Face this path_track's angles
:* 2 : Face this path_track's angles
{{KV BaseEntity|l4d2=1}}
{{KV BaseEntity|l4d2=1}}
== Flags ==
* 1 : Disabled
* 2 : Fire once
* 4 : Branch Reverse
* 8 : Disable train
* 16 : Teleport to THIS path track
== Inputs ==
{{IO|ToggleAlternatePath|Cause the track to toggle to/from its alternate path.}}
{{IO|EnableAlternatePath|Enable the alternate path of the track.}}
{{IO|DisableAlternatePath|Disable the alternate path of the track.}}
{{IO|TogglePath|Cause the track to toggle on/off/}}
{{IO|EnablePath|Enable the track.}}
{{IO|DisablePath|Disable the track.}}
{{IO|ActivateTrackFX|Enable the track beam FX}}
{{IO|DeactivateTrackFX|Disable the track beam FX}}
{{IO|ActivateEndPointFX|Enable the endpoint FX}}
: {{bug|Appears non-functional}}
{{IO|DeactivateEndPointFX|Disable the endpoint FX}}
: {{bug|Appears non-functional}}
{{I BaseEntity}}
== Outputs ==
{{IO|OnPass|Fired when any entity following this path passes this path_track node.}}
{{O BaseEntity}}

Revision as of 10:13, 24 August 2024

An env_portal_path_track beam (top) versus the final effects (bottom)

env_portal_path_track is a point entity available in Portal series Portal series. 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_tracks and env_beams for this.

Icon-Bug.pngBug:A func_tracktrain cannot start at an env_portal_path_track. It can still follow them as long as the starting node is a regular path_track.  [todo tested in ?]
Icon-Bug.pngBug:Copying an env_portal_path_track in Hammer will not automatically rename it or link the previous node.  [todo tested in ?]

Keyvalues

Scale Track FX (Track_beam_scale) <float>
The amount to scale the track FX size
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Scale Endpoint FX (End_point_scale) <float>
The amount to scale the endpoint FX size.
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Fade Out Endpoint (End_point_fadeout) <float>
Amount of time to fade out the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Fade In Endpoint (End_point_fadein) <float>
Amount of time to fade in the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
Next Stop Target (target) <targetname>
The next node in the path. This can be another env_portal_path_track, or a regular path_track
Branch Path (altpath) <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 (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.
Path radius (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.
Orientation Type (orientationtype) <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
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]
DeactivateEndPointFX
Disable the endpoint FX
Icon-Bug.pngBug:Appears non-functional  [todo tested in ?]


Outputs

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