Talk:Path corner
Jump to navigation
Jump to search
func_trains
Just for clarification, func_trains still are implemented in source, they're just not in base.fgd —Ts2do 20:33, 21 Sep 2005 (PDT)
path_corner and path_corner_crash alike?
Also, path_corner and path_corner_crash are not just synonymous, as defined in pathcorner.cpp they are exactly the same entity. --wisemx 11:14, 22 Sep 2005 (PDT)
- http://dictionary.reference.com/search?r=2&q=synonymous isn't that what I said? —Ts2do 14:26, 22 Sep 2005 (PDT)
- Would take an English Major but since by definition synonymous means Having the same or a similar meaning it has a slightly different understanding than exactly alike. --wisemx 09:23, 23 Sep 2005 (PDT)
- Indeed, the term Identical is perfect. --wisemx 12:55, 23 Sep 2005 (PDT)
- So what you're saying(?) is that flying NPCs don't really search for special crash paths when they crash? Sounds weird, as we've seen several "homing" crashes in Half-Life 2. Are flying entities preset to home in on the player during a crash? --Andreasen 04:13, 25 Oct 2007 (PDT)
Example map necessary?
Now when I've added the two standard prefab examples, I'm wondering if the example map is neccessary anymore. The example map is just an APC on a longer path than before, only adding the knowledge that you can make the APC jump ramps with path_corners too. --Andreasen 10:31, 31 Aug 2006 (PDT)