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path_corner

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.
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).


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.


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