path_corner
This is an entity, present on Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Quake
Monsters will continue walking towards the next target corner.
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
0.5 0.3 0 |
Quake II
Target: next path corner Pathtarget: gets used when an entity that has this path_corner targeted touches it
Spawnflags
| Flag |
Bit |
Description |
| TELEPORT |
1 |
|
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.5 .3 0 |
| Spawn function |
SP_path_corner |
Quake III Arena
Train path corners. Target: next path corner and other targets to fire
Keys
| Key |
Description |
| speed |
speed to move to the next corner |
| wait |
seconds to wait before behining move to next corner |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.5 .3 0 |
| Spawn function |
SP_path_corner |
RTCW Single Player
Train path corners. Target: next path corner and other targets to fire
Spawnflags
| Flag |
Bit |
Description |
| STOP |
1 |
|
| END |
2 |
|
| REVERSE |
4 |
|
Keys
| Key |
Description |
| speed |
speed to move to the next corner |
| wait |
seconds to wait before behining move to next corner |
| count2 |
used only in conjunction with the truck_cam to control playing of gear changes |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.5 .3 0 |
| Spawn function |
SP_path_corner |
RTCW Multiplayer
Train path corners. Target: next path corner and other targets to fire
Spawnflags
| Flag |
Bit |
Description |
| STOP |
1 |
|
| END |
2 |
|
| REVERSE |
4 |
|
Keys
| Key |
Description |
| speed |
speed to move to the next corner |
| wait |
seconds to wait before behining move to next corner |
| count2 |
used only in conjunction with the truck_cam to control playing of gear changes |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.5 .3 0 |
| Spawn function |
SP_path_corner |
Enemy Territory
Train path corners. Target: next path corner and other targets to fire
Spawnflags
| Flag |
Bit |
Description |
| STOP |
1 |
|
| END |
2 |
|
| REVERSE |
4 |
|
Keys
| Key |
Description |
| speed |
speed to move to the next corner |
| wait |
seconds to wait before behining move to next corner |
| count2 |
used only in conjunction with the truck_cam to control playing of gear changes |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.5 .3 0 |
| Spawn function |
SP_path_corner |
DOOM 3
Character will walk to this entity
Keys
| Key |
Type |
Default |
Description |
| target |
var |
|
next path entity. |
| trigger |
var |
|
entity to trigger when character completes path command. |
| no_cower |
var |
|
prevent npc from cowering when he hears a gunshot. |
| no_talk |
var |
|
don't allow player to talk to character until finished with path action. |
| skip |
var |
|
skip to next path when talked to or hearing gunshot. |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idPathCorner -> idEntity -> idClass |
| Inherits |
path_default |
| Min |
-24 -24 0 |
| Max |
24 24 82 |
| Color |
.7 .3 1 |
Script events
| Event |
Declared by |
| randomPath |
idPathCorner |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| setGui |
idEntity |
| precacheGui |
idEntity |
| getGuiParm |
idEntity |
| getGuiParmFloat |
idEntity |
| guiNamedEvent |
idEntity |
| remove |
idClass |
 |
Quake 4
Character will walk to this entity
Keys
| Key |
Type |
Default |
Description |
| target |
var |
|
next path entity. |
| trigger |
var |
|
entity to trigger when character completes path command. |
| no_cower |
var |
|
prevent npc from cowering when he hears a gunshot. |
| no_talk |
var |
|
don't allow player to talk to character until finished with path action. |
| skip |
var |
|
skip to next path when talked to or hearing gunshot. |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idPathCorner -> idEntity -> idClass |
| Inherits |
path_default |
| Min |
-24 -24 0 |
| Max |
24 24 82 |
| Color |
.7 .3 1 |
Script events
| Event |
Declared by |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| clearSkin |
idEntity |
| setContents |
idEntity |
| getLastBlocker |
idEntity |
| playEffect |
idEntity |
| stopEffect |
idEntity |
| stopAllEffects |
idEntity |
| getHealth |
idEntity |
| hideSurface |
idEntity |
| showSurface |
idEntity |
| guiEvent |
idEntity |
| playbackCallback |
idEntity |
| getBindMaster |
idEntity |
| applyImpulse |
idEntity |
| removeNullTargets |
idEntity |
| isA |
idEntity |
| isSameTypeAs |
idEntity |
| matchPrefix |
idEntity |
| clearTargetList |
idEntity |
| appendTarget |
idEntity |
| removeTarget |
idEntity |
| setHealth |
idEntity |
| remove |
idClass |
 |
Prey
Character will walk to this entity
Keys
| Key |
Type |
Default |
Description |
| face_delay |
var |
|
Character will turn for this amount of time before starting to walk/run towards path |
| face_turn_rate |
var |
|
Character will use this turn_rate if face_delay is set |
| target |
var |
|
next path entity. |
| trigger |
var |
|
entity to trigger when character arrives. |
| no_cower |
var |
|
prevent npc from cowering when he hears a gunshot. |
| no_talk |
var |
|
don't allow player to talk to character until finished with path action. |
| skip |
var |
|
skip to next path when talked to or hearing gunshot. |
| delay_min |
var |
|
minimum time to wait till starting next path |
| delay_max |
var |
|
maximum time to wait till starting next path |
| wait_for_player |
var |
|
allows character to be triggered when the player gets in talking distance |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idPathCorner -> idEntity -> idClass |
| Inherits |
path_default |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.7 .3 1 |
Script events
| Event |
Declared by |
| randomPath |
idPathCorner |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |
| remove |
idClass |