Path corner: Difference between revisions
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To make a NPC move to a path_corner edit the ''Target Path Corner'' keyvalue, either in Hammer or through the [[Inputs and Outputs|I/O system]]. Alternately, an NPC can be made to follow a path_corner chain by using the [[aiscripted_schedule]] or [[scripted_sequence]] entities. | To make a NPC move to a path_corner edit the ''Target Path Corner'' keyvalue, either in Hammer or through the [[Inputs and Outputs|I/O system]]. Alternately, 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==== | ====Limitations and bugs==== |
Revision as of 10:23, 4 March 2008
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 Template:Not in fgd for base.fgd, so it only will appear in Hammer for Half-Life 2
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 a NPC move to a path_corner edit the Target Path Corner keyvalue, either in Hammer or through the I/O system. Alternately, 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.
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.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- Template:Kv targetname
- target
- <target_destination> Next stop target
- wait
- <float> Wait here (secs)
- speed
- <float> New train speed—Leave at zero to leave path follower's speed the same
Flags
- 1 : Wait for retrigger
- 2 : Teleport to THIS path_corner
Inputs
- Template:I targetname
- SetNextPathCorner
- <target_destination> Set target path_corner
Outputs
- Template:O targetname
- OnPass
- Fires when a path follower passes this point. (!activator is the train)