This article's documentation is for anything that uses the Source engine. Click here for more information.

path_track

De Valve Developer Community
Ir para: navegação, pesquisa
English (en)português do Brasil (pt-br)
... Icon-Important.png
path_track
Path track.png
TypePoint entity
EngineSource Source
AvailabilityIn all games
 

path_track is a point entity available in all Source Source games. 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.

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.pngErrar:Normalmente, quando dado uma entrada StartBackward ou Reverse , um func_tracktrain começará a se mover na direção reversa em sua velocidade normal. No entanto, devido a falhas de codificação, se alguns dos path_tracks envolvidos no curso têm seu valor de propriedade " Nova Velocidade do Trem " definido como '0' , o trem pode parar de se mover, ou pode se mover no direção errada. Este problema pode ser resolvido definindo a propriedade "New Train Speed" nos tracktrains envolvidos para um número diferente de zero.

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) <targetname>
A próxima trilha_do_caminho no caminho.
Branch Path (altpath) <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.
Icon-Bug.pngErrar:Se este valor for definido para qualquer coisa que não seja um path_track, o jogo irá travar sem aviso ao carregar o nível.
New Train Speed (speed) <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) <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) <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

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

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.

Angles:
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.

Base:
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 the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngErrar:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNotar:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

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.

Base:
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 the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngErrar:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNotar:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Veja também