env_portal_path_track
env_portal_path_track
is a point entity available in Portal (series). It is an unfinished variant of path_track
which produces a visible light rail along the path. It was presumably meant for the Unstationary Scaffold, but the final game uses regular path_track
s and env_beam
s for this.
Bug:A
func_tracktrain
cannot start at an env_portal_path_track
. It can still follow them as long as the starting node is a regular path_track. [todo tested in?]Bug:Copying an
env_portal_path_track
in Hammer will not automatically rename it or link the previous node. [todo tested in?]Contents
Keyvalues
- 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.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Scale Track FX
(Track_beam_scale)
<float> - The amount to scale the track FX size
- Bug:Appears non-functional [todo tested in?]
- Scale Endpoint FX
(End_point_scale)
<float> - The amount to scale the endpoint FX size.
- Bug:Appears non-functional [todo tested in?]
- Fade Out Endpoint
(End_point_fadeout)
<float> - Amount of time to fade out the endpoint FX
- Bug:Appears non-functional [todo tested in?]
- Fade In Endpoint
(End_point_fadein)
<float> - Amount of time to fade in the endpoint FX
- Bug:Appears non-functional [todo tested in?]
- Next Stop Target
(target)
<targetname> - The next node in the path. This can be another
env_portal_path_track
, or a regularpath_track
- Branch Path
(altpath)
<targetname> - An alternative path_track to be the next node in the path. Useful for making branching paths. Use the
ToggleAlternatePath
/EnableAlternatePath
inputs to make the alternative path active. - New Train Speed
(speed)
<float> - When the train reaches this path_track, it will set its speed to this speed. This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed.
- Path radius
(radius)
<float> - Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node.
- Orientation Type
(orientationtype)
<choices> - The way that the path follower faces as it moves through this path track.
- 0 : No change
- 1 : Face direction of motion
- 2 : Face this path_track's angles
Flags
- [
1
] : Disabled - [
2
] : Fire once - [
4
] : Branch Reverse - [
8
] : Disable train - [
16
] : Teleport to THIS path track
Inputs
ToggleAlternatePath
- Cause the track to toggle to/from its alternate path.
EnableAlternatePath
- Enable the alternate path of the track.
DisableAlternatePath
- Disable the alternate path of the track.
TogglePath
- Cause the track to toggle on/off/
EnablePath
- Enable the track.
DisablePath
- Disable the track.
ActivateTrackFX
- Enable the track beam FX
DeactivateTrackFX
- Disable the track beam FX
ActivateEndPointFX
- Enable the endpoint FX
- Bug:Appears non-functional [todo tested in?]
DeactivateEndPointFX
- Disable the endpoint FX
- Bug:Appears non-functional [todo tested in?]
Outputs
OnPass
- Fired when any entity following this path passes this path_track node.