path_rail
This is an entity on id Tech 4 engines, present on Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Prey
Hunter will walk to this point and jump over the rail
Keys
| Key |
Type |
Default |
Description |
| 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 |