Path corner

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Entity Description

Notes

Path corner.png
  • 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.

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

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

<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

Inputs

<target_destination> Set target path_corner

Outputs

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