path_corner

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path_corner
Path corner.png
TypePoint entity
EngineSource Source
AvailabilityIn all games
 

Template:Entity


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 !FGD for base.fgd, so it only will appear in Hammer for Half-Life 2
C++ In code, it is represented by theCPathCornerclass, defined in thepathcorner.cppfile.

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 an NPC move to a path_corner edit the Target Path Corner keyvalue, either in Hammer or through the I/O system. Alternatively, 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

Note that the example map does not have any info_nodes. They are not needed to have an NPC follow a path.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Next stop target (target) <string>
Wait here (secs) (wait) <float>
New train speed (speed) <float>
Leave at zero to leave path follower's speed the same

Flags

  • 1 : Wait for retrigger
  • 2 : Teleport to THIS path_corner

Inputs

  • SetNextPathCorner
<target_destination> Set target path_corner

Outputs

  • OnPass
Fires when a path follower passes this point. (!activator is the train)