path_track
Class hierarchy |
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CPathTrack |
pathtrack.cpp |
path_track
is a point entity available in all 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.
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
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
ortarget
).
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. Bug: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.Bug: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
- Bug:"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
- path_corner
- func_tracktrain - The entity that moves between these paths, and Trains.