Difference between revisions of "Tanktrain ai"
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− | {{base point|tanktrain_ai}} This is AI to make an associated func_tanktrain automatically move along its path towards the node closest to a target. | + | {{base point|tanktrain_ai}} This is AI to make an associated [[func_tanktrain]] automatically move along its path towards the node closest to a target. |
{{bug|The train won't move any faster than 1 unit per second due to coding mistakes.}} | {{bug|The train won't move any faster than 1 unit per second due to coding mistakes.}} | ||
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{{KV|Train Name|target_destination|The func_tanktrain to move}} | {{KV|Train Name|target_destination|The func_tanktrain to move}} | ||
{{KV|Start Moving Sound|sound|The sound to play when the train starts moving}} | {{KV|Start Moving Sound|sound|The sound to play when the train starts moving}} | ||
− | {{KV|Engine Loop Sound|sound}} | + | {{KV|Engine Loop Sound|sound|The engine sound is looped when it plays}} |
{{KV|Vehicle Movement Sound|sound|The looping sound to play while the train is moving}} | {{KV|Vehicle Movement Sound|sound|The looping sound to play while the train is moving}} | ||
{{KV Targetname}} | {{KV Targetname}} |
Latest revision as of 11:38, 13 March 2019
tanktrain_ai
is a point entity available in all Source games. This is AI to make an associated func_tanktrain automatically move along its path towards the node closest to a target.

Keyvalues
- Train Name
<targetname>
- The func_tanktrain to move
- Start Moving Sound
<sound>
- The sound to play when the train starts moving
- Engine Loop Sound
<sound>
- The engine sound is looped when it plays
- Vehicle Movement Sound
<sound>
- The looping sound to play while the train is moving
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string>
(in all games since)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note: Try to avoid expensive operations in this function, as it may cause performance problems.
Inputs
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- 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)
- 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.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the 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.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.