path_corner
The path_corner is a 16x16x24 trigger. This is used for entities that have following behavior to move to as their goalentity. Typically this is only for Func_train or Enemies.
The next waypoint is specified as the target
of a path_corner. Typically
multiple path_corner's are setup in a target->targetname chain like so:
- path_corner (1):
targetname
path1wp1,target
path1wp2 - path_corner (2):
targetname
path1wp2,target
path1wp3 - path_corner (3):
targetname
path1wp3,target
path1wp1
Then a monster or train has its target
set to one of the corners to start
following the path.
Key | Value |
---|---|
targetname | Name of current path corner |
corner_event | Name of target(s) to trigger when used/touched |
corner_route | Change path_corner route (1-3 routes, 4=exact, 5=random) |
corner_switch | Change spawnflags REVERSE (-1=NO, 1=YES, 2=Toggle) |
corner_pause | Change spawnflags NOPAUSE (-1=NO, 1=YES, 2=Toggle) |
corner_pstate | Change passive state (-1=OFF, 1=ON, 2=TOGGLE) |
state | Starting route (1=forward, 2=alt forward, 3=backward) |
target | Targetname of FORWARD route |
target2 | Alternative FORWARD route |
targetback | Override default BACKWARD route |
wait | fixed amount of time to pause at corner (=-1 stop) |
delay | random amount of time to pause at corner |
alpha | Override default for visual arrows (def=0.35) |
speed | Override default speed of func_train (def=100) |
.
Spawnflag | Name | Description |
---|---|---|
1 | Exact | Exact route logic (def=random route choices) |
2 | Instant | Follower will teleport to this corner from previous |
4 | Reverse | Flip direction when coming to this corner back to where we came |
8 | No pause | Train will not wait at the corner, not even 0.1s! |
Advanced Features
It's possible to set a particular path_corner to be teleport to such that instead of the follower moving smoothly to it, would instantly teleport to it, though without the teleglitter effect and sound. Teleport to next path corner is not only a feature for trains, but monsters as well.
A path_corner fires an event
when a monster or train gets to the path_corner.
The Tether System also makes use of the path_corner as its tethers.