Path track: Difference between revisions

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== Entity description ==
== Entity description ==
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* [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser]
* [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser]
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[[Category:Entities]]

Revision as of 17:23, 11 April 2008

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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-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.

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 maximum speed. A value of 0 will cause no change in the train's speed.
Important Note If this value is set to 0, the func_tracktrain may fail to reverse properly in a path involving this path_track. If the train stops in place or moves in the wrong direction, it is necessary to change this value to a nonzero number.
  • 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

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)

Reversing over a path_track

Normally, when given a StartBackward or Reverse input, a func_tracktrain will begin moving in reverse direction at its normal speed. However, due to coding glitches, if some of the path_tracks involved in the course have their "New Train Speed" property value set to 0, the train may stop moving, or may move in the wrong direction. This issue can be solved by setting the "New Train Speed" property in the involved tracktrains to a number other than zero.

See also