path_track
path_track | |
---|---|
![]() | |
Type | Point entity |
Engine | ![]() |
Availability | In all games |
path_track
é um ponto de entidade disponível em todos os jogos Source. É usado para construir caminhos a serem seguidos por outras entidades. Cada 'path_track' é um nó no caminho, cada um contendo o nome da próxima
path_track
no caminho.
Contents
Criação de tracks automatizada
Clonando ( Shift-drag
) esta entidade irá ativar um recurso usado para criar uma trilha de forma rápida e automática. Este recurso irá alterar o valor-chave de Nome e o valor-chave de Destino da próxima parada , de modo que uma trilha seja criada entre a origem e o clone. Mais especificamente, o Hammer adicionará um contador após o valor-chave Nome do clone ou incrementará esse contador se ele já existir, criando um nome exclusivo em uma série. Se um nome for completamente omitido, ele simplesmente nomeará o clone como "caminho".
Se um valor-chave Próximo destino de parada foi especificado, ele também alterará esse valor-chave da fonte, para o nome do clone, resultando em uma trilha sendo desenhada entre eles.
Revertendo sobre um path_track
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
Parenting
Um conjunto de faixas pode ser criado pelos pais. No entanto, todos os trilhos e o trem que neles circula devem ser direcionados ao mesmo objeto para que o movimento se comporte corretamente. Caso contrário, ocorrerá uma falha intencional.
Valores-chave
- Next Stop Target (target)
([todo internal name (i)])
<targetname > - A próxima trilha_do_caminho no caminho.
- Branch Path (altpath)
([todo internal name (i)])
<targetname > - Um path_track alternativo para ser o próximo nó no caminho. Útil para fazer caminhos de ramificação. Use as entradas
ToggleAlternatePath
/EnableAlternatePath
para tornar o caminho alternativo ativo.Erro:Se este valor for definido para qualquer coisa que não seja um path_track, o jogo irá travar sem aviso ao carregar o nível. [todo tested in?]
- New Train Speed (speed)
([todo internal name (i)])
<float > - Quando o trem chegar a este track, ele definirá sua velocidade para esta velocidade. Velocidades superiores à velocidade máxima do trem são fixadas.
- Path radius (radius)
([todo internal name (i)])
<float > - Usado por NPCs que seguem os caminhos da trilha (helicóptero de ataque/caça). Isso diz a eles a distância máxima que eles podem estar do caminho neste nó.
- Orientation Type (orientationtype)
([todo internal name (i)])
<choices> - A forma como o seguidor de caminho enfrenta conforme se move por este caminho.
- 0: Sem alteração
- 1: Direção do movimento da face
- 2: Encare os ângulos deste path_track
- Name
(targetname)
<string > - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.
Parentname:
- Parent
(parentname)
<targetname > - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle > - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- [
1
] : Desativado - [
2
] : Disparar uma vez - [
4
] : Ramificação reversa (o caminho alternativo é para ir para trás, não para frente) - [
8
] : Desativar trem - [
16
] : Teleporte para ESTE path track - [
32
] : Zona de subida de carga útil TF2 - [
64
] : Zona de decida de carga útil TF2
Inputs
ToggleAlternatePath
- Faz com que a trilha mude para/de seu caminho alternativo.
EnableAlternatePath
- Habilite o caminho alternativo da trilha.
DisableAlternatePath
- Desative o caminho alternativo da trilha.
TogglePath
- Fazer com que a trilha ligue/desligue
EnablePath
- Habilite a trilha.
DisablePath
- Desabilite a trilha.
AddContext
<string >- Adds to the entity's list of response contexts. See Context.
AddOutput
<string >- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string >- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string >- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect
<string > (removed since) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script > (in all games since) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string > (in all games since) (also in
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
CallScriptFunction
<string > (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receiving entity.
SetLocalOrigin
<coordinates > (in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Parentname:
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string >- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
OnPass
- Disparado quando qualquer entidade seguindo este caminho passa por este nó path_track.
OnTeleport
- Disparado quando qualquer entidade seguindo este caminho se teletransporta diretamente para este nó path_track.
AddContext
<string >- Adds to the entity's list of response contexts. See Context.
AddOutput
<string >- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string >- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string >- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect
<string > (removed since) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script > (in all games since) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string > (in all games since) (also in
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
CallScriptFunction
<string > (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receiving entity.
SetLocalOrigin
<coordinates > (in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Veja também
- func_tracktrain - A entidade que se move entre esses caminhos e Trains .