path_corner
path_corner | |
---|---|
Type |
point |
Status |
supported |
Entity used to define a path for func_train. Can be also used to make NPC's go into specified direction (type path_corner name into "Target" of monster entity). To make it works, create a set of a path_corners entity, and in each path_corner's "Next Stop Target" specify a name of next path_corner to go to from this path_corner. If last path_corner targeting first path_corner, the path movement is looped. Note that monsters movement breaks upon combat initiation. Angles values does not affect train, however it's working with monsters like Osprey.
1 Keyvalues
Next stop target : target
Name of the next path_corner to go after entity reach this path_corner.
Fire on Arrive : message
Entity to trigger when train or NPC reach this path_corner.
Wait here (secs) : wait
Delay before travel continuation to next path_corner. The entity will stop here and wait specified amount of time (in seconds), after that it will proceed to next path_corner (described in "Next stop target") if there is any.
New Train Speed : speed
Overrides train speed after reaching this point.
New Train rot. Speed : yaw_speed
Overrides train rotation speed after reaching this point (degrees per seconds).
2 Flags
1 : Wait for retrigger
The entity stops at this point and won't move until triggered (to continue normal travelling).
2 : Teleport to this
Entity is teleported to this path_corner instead of moving to it. Useful when creating infinite trains that travels the whole path and gets back into first point to repeat.Note that setting this to first path_corner (when no loop provided) is useless because train is already teleported to first path_corner at map start.
4 : Fire once
Entity fire it's "Fire on Arrive" target once.
8 : Random targets
It requires multiple "Next stop target" path_corners with the same name. Picks random path_corner from within same named path_corners and go into it as a next destination target.