Path track: Difference between revisions

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(Orientationtype keyvalue doesn't work.)
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The following SDKNuts tutorials all includes the use of path_tracks:
The following SDKNuts tutorials all includes the use of path_tracks:
* [http://www.sdknuts.com/tutorials/wiseTrains.asp Player Controllable Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains.asp Player Controllable Trains]
* [http://www.sdknuts.com/tutorials/wiseTrains2.asp HL2 Automated Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains2.asp HL2 Automated Trains]
* [http://www.sdknuts.com/tutorials/wiseTrains3.asp HL2 Synchronized Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains3.asp HL2 Synchronized Trains]
* [http://www.sdknuts.com/tutorials/wiseTrains4.asp HL2 Trains and Complex paths]
* [http://sdknuts.net/akg/tutorials/wiseTrains4.asp HL2 Trains and Complex paths]
* [http://www.sdknuts.com/tutorials/wiseAltpath.asp Alternate Paths]
* [http://sdknuts.net/akg/tutorials/wiseAltpath.asp Alternate Paths]
* [http://www.sdknuts.com/tutorials/wiseElevators.asp HL2 Elevator]
* [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 Elevator]
* [http://www.sdknuts.com/tutorials/wiseLaser.asp Moving Laser]
* [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser]


[[Category:Entities]]
[[Category:Entities]]

Revision as of 17:07, 14 December 2007

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Entity Description

Path track.png

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.

Automated track creation

Cloning (<Shift>-dragging) 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.


Keyvalues

  • 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. Does not seem to work (with func_tracktrains at least). (Always follows the direction of motion, rendering the angles keyvalue obsolete.)
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.

Outputs

Fired when any entity following this path passes this path_track node. (!activator is the train)

See also

External links

The following SDKNuts tutorials all includes the use of path_tracks: