Path corner: Difference between revisions
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* A [[path_corner]] is a corner in a path, either for a [[func_train]] or an [[NPC]]. [[Path_corner]]s 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]] is a corner in a path, either for a [[func_train]] or an [[NPC]]. [[Path_corner]]s 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 synonymous to a [[path_corner]] | * A '''path_corner_crash''' is synonymous to a [[path_corner]] | ||
* The [[path_corner]] entity is {{not in fgd}} | * The [[path_corner]] entity is {{not in fgd}} for '''base.fgd''', so it only will appear in Hammer for [[Half-Life 2]] | ||
===NPCs=== | ===NPCs=== |
Revision as of 15:09, 22 September 2005
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 synonymous to a path_corner
- 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 behaviour. Note that the Train Speed 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.
Limitations and bugs
- A path_corner (or the first path_corner on a chain) must be within 576 units for NPCs to find it.
Example
Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a path.
Keyvalues
- Template:Kv targetname
- target
- <target_destination> Next stop target