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path corner

From Quake Wiki

Description[edit]

Use for setting up a patrolling path for monsters, or a train(travel) path from a func_train entity.

Example[edit]

Patrolling a monster (2-way example):

  1. Create a path_corner entity:
    1. Add a key for "targetname" with a value of "pat1_1"
    2. Add a key for "target" with a value of "pat1_2"
    3. (optional) Place your path_corner entity in the same spot as your monster entity.
  2. Create your second path_corner entity.
    1. Add a key for "targetname" with a value of "pat1_2"
    2. Add a key for "target" with a value of "pat1_1"
  3. Edit your monster entity:
    1. Add a key for "target" with a value of "pat1_1"

Your monster will now patrol between the two path_corners, indefinitely.

Additional details[edit]

If the last path_corner doesn't point to any other path_corner, then the monster will begin roaming freely around the map, and actually pursuing the player down pathways, across stairs and bridges, until it finds the player. NOTE: The monster won't use teleporters, buttons, or lifts, however. If you would prefer the monster to stop moving at the last waypoint, give the path_corner a target key which does not match any targetname in the map.

Use the path_corner entities in the same manner with func_trains to make them go in any direction you want (even vertical).

Use the wait keyvalue to determine how long the object should stop at that corner before continuing along its path.

Tips[edit]

For both monster patrols and train paths, be sure your path_corners can be connected to one another with a straight line, so your trains won't try to go through solid walls, and your monsters won't get confused trying to find the next waypoint.

Path_corners can also be used in place of info_null entities as target points for lights to make spotlights. To see a map sample of path_corners in use, look at e1m2.map