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path_track

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Class hierarchy
CPathTrack
CPointEntity
CBaseEntity
pathtrack.cpp
Path track.png

path_track is a point entity available in all Source Source games. It is used to build paths for other entities to follow. Each path_track is a node in the path, each holding the name of the next path_track in the path.

Clarify: path_track vs path_corner

Automated track creation

Cloning (Shift-drag) this entity will activate a feature used to automatically and quickly create a track. This feature will alter both the Name keyvalue, and the Next Stop Target keyvalue, so that a track is created between the source and the clone. More specifically, Hammer will add a counter after the Name keyvalue of the clone, or increment this counter if it already exists, creating a unique name in a series. If a name is completely omitted, it will simply name the clone "path". If a Next Stop Target keyvalue has been specified, it will also alter this keyvalue of the source, to the name of the clone, resulting in a track being drawn between them.

Reversing over a path_track

Icon-Bug.pngBug:Normally, when given a StartBackward or Reverse input, a func_tracktrain will begin moving in reverse direction at its normal speed. However, due to coding glitches, if some of the path_tracks involved in the course have their "New Train Speed" property value set to 0, the train may stop moving, or may move in the wrong direction. This issue can be solved by setting the "New Train Speed" property in the involved tracktrains to a number other than zero.  [todo tested in?]

Parenting

A set of tracks can be parented. However, all tracks and the train running on them must be parented to the same object for movement to behave correctly. Failure to do so will lead to an intentional crash.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Next Stop Target (target) <targetname>
The next path_track in the path.
Icon-Bug.pngBug:If this is not set and a func_tanktrain starts here, using the StartForward output on the func_tanktrain will cause the map to not load.  [todo tested in?]
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.
Icon-Bug.pngBug:If this value is set to anything that isn't a path_track, the game will crash without notice upon loading the level.  [todo tested in?]
New Train Speed (speed) <float>
When the train reaches this path_track, it will set its speed to this speed. Speeds higher than the max speed of the train are clamped.
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
Icon-Bug.pngBug:"Face this path_track's angles" doesn't work unless the train has "change angles" set to linear blend or ease in/out.  [todo tested in?]
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

Disabled : [1]
Fire once : [2]
Branch Reverse (Alternative path is for going backwards, not forwards) : [4]
Disable train : [8]
Teleport to THIS path track : [16]
TF2 payload uphill zone : [32]
TF2 payload downhill zone : [64]
Start on Branch path (Send to Branch Path by default) : [32768] !FGD

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.
InPass
Cause the OnPass output to be fired.
InTeleport
Cause the OnTeleport output to be fired.

Outputs

OnPass
Fired when any entity following this path passes this path_track node.
OnTeleport
Fired when any entity following this path teleports directly to this path_track node.

See also