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).

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