path_jump
This is an entity on id Tech 4 engines, present on DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
DOOM 3
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 manually specify velocity of the jump using 'up' and 'forward'.
Keys
| Key |
Type |
Default |
Description |
| up |
var |
|
How much upward velocity the monster will jump with. |
| forward |
var |
|
How much forward velocity the monster will jump with. |
| 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 |
-8 -8 -8 |
| Max |
8 8 8 |
| 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 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 manually specify velocity of the jump using 'up' and 'forward'.
Keys
| Key |
Type |
Default |
Description |
| up |
var |
|
How much upward velocity the monster will jump with. |
| forward |
var |
|
How much forward velocity the monster will jump with. |
| 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 |
-8 -8 -8 |
| Max |
8 8 8 |
| 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 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 manually specify velocity of the jump using 'up' and 'forward'.
Keys
| Key |
Type |
Default |
Description |
| up |
var |
|
How much upward velocity the monster will jump with. |
| forward |
var |
|
How much forward velocity the monster will jump with. |
| 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 |