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path_ entities
| Name |
Games |
Description |
| path_anim |
DOOM 3, Quake 4, Prey |
Character will play the specified animation. Set angles to direction to face. |
| path_attack |
DOOM 3, Quake 4, Prey |
Character will attack the character specified by 'enemy' key. Character will go to next path when enemy dies or when activated. |
| path_conversation |
DOOM 3, Quake 4, Prey |
Conversation node. Character speaks a line of dialog and looks at a specific entity. When talked to, conversation will end for all characters listening to |
| path_conversation_listen |
DOOM 3, Quake 4, Prey |
Conversation node. Character listens to entity 'focus' and waits for him to finish. |
| path_corner |
Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
Monsters will continue walking towards the next target corner. |
| path_corner_2 |
Enemy Territory |
Train path corners. THIS VERSION WILL NOT CONTRIBUTE TOWARDS INGAME ENTITY COUNT |
| path_cycleanim |
DOOM 3, Quake 4, Prey |
Character will loop the specified animation and wait until triggered, or until time specified by 'wait' has elapsed. Set angles to direction to face. |
| path_default |
DOOM 3, Quake 4, Prey |
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| path_follow |
Prey |
forces character to follow closest player at the time of trigger |
| path_headanim |
DOOM 3, Quake 4, Prey |
starts playing an animation on the head immediately goes to next path. used for playing talk anims while walking. |
| path_hide |
DOOM 3, Quake 4, Prey |
Makes the character invisible and non-solid. |
| path_jump |
DOOM 3, Quake 4, Prey |
Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can |
| path_ledge |
Prey |
Hunter will walk to this point and jump off the ledge |
| path_lookat |
DOOM 3, Quake 4, Prey |
Causes character to look at an entity for a certain length of time or until triggered. |
| path_null |
Prey |
Character will wait 0.016 seconds. Target this entity with a target_ai_followpath to make it break out of its current path and release control to the AI |
| path_rail |
Prey |
Hunter will walk to this point and jump over the rail |
| path_sentry_ignore_player |
DOOM 3 |
Tells sentry to stop leading the player to his destination. Imediately goes to next path entity. |
| path_sentry_lead_player |
DOOM 3 |
Tells sentry to start leading the player to his destination. Imediately goes to next path entity. |
| path_sentry_light_off |
DOOM 3 |
Tells sentry to turn on his flashlight. |
| path_sentry_light_on |
DOOM 3 |
Tells sentry to turn on his flashlight. |
| path_sentry_shutdown |
DOOM 3 |
Tells sentry to shutdown until triggered again. |
| path_sentry_unlock_door |
DOOM 3 |
Sentry walks to this location and plays the unlock door animation. Set 'trigger' to name of target_lock entity that unlocks the door. |
| path_shootat |
Prey |
Character will walk to this entity |
| path_show |
DOOM 3, Quake 4, Prey |
Makes the character visible and solid. |
| path_state |
Prey |
Monster will go into the state specified |
| path_talk |
DOOM 3, Quake 4, Prey |
forces character to talk to the player |
| path_talk_primary |
DOOM 3, Quake 4, Prey |
forces character to say his primary talk anim to the player |
| path_talk_secondary |
DOOM 3, Quake 4, Prey |
forces character to say his secondary talk anim to the player |
| path_talk_triggered |
DOOM 3, Quake 4, Prey |
forces character to say his triggered talk anim to the player |
| path_turn |
DOOM 3, Quake 4, Prey |
Character will turn to the direction specified in entity. |
| path_wait |
DOOM 3, Quake 4, Prey |
Character will wait specified amount of time before continuing on path. |
| path_waitforheadanim |
DOOM 3, Quake 4, Prey |
waits for animation on the head from path_headanim finish. |
| path_waitfortrigger |
DOOM 3, Quake 4, Prey |
Character will wait until they're triggered again before continuing on path. |

Last changed Sep 21, 2026
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