info_splinepath
Description
Point class. Script Object Spline Path Node. These are use to create a smooth path that scriptobjects, scriptmodels and cameras can follow or orbit. The path is created by setting the target and targetname keys of each pathnode so they are "daisy-chained" to one another. An object or camera, when instructed to follow or orbit a path, will not move in a straight line from one pathnode to the next but will instead interpolate its speed and angles to create a smooth gradual curved trajectory between all the pathnodes thus the name SPLINEpath.
Keys
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speed:
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speed multiplier for this segment, normally each segment will take 1 second to traverse, use 2 for double speed and 0.5 for half speed.
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model:
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name of entity's model definition file (spline.def). Do not change. The model that appears in the editor won't be visible in the game, it is simply meant as a design aid to visualize the pathnode's "angles" value.
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angles:
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pitch, yaw, roll method of 3D orientation (ex: 0 270 0). An object or camera following or orbiting a splinepath will gradually orient itself to these angles upon reaching this pathnode by default.
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target:
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this points to the next splinepathnode in the chain. If the last pathnode in the chain points to the first, the object or camera will orbit the path by default.
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targetname:
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the previous splinepathnode in the chain points to this. This is also the name to which the script can refer to when instructing objects or cameras to follow or orbit a splinepath if the pathnode is the first in the chain.
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loop:
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set a loop node. This will make an orbiting camera loop back to the splinepath this points to once it reaches this one. See notes below.
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Spawnflags
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None
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Notes
The loop key must point to a node that is part of the same path. If the loop key is not set or set to an invalid node, the orbiting camera will loop from the last node to the first node in the path by default.
Note: Looping paths often makes the camera behave in a strange way (the camera will jump to the node that precedes the loop node upon reaching it) so trial-and-error is necessary to obtain the desired results (if at all possible). Personally, I recommend against using it since the result is unpredictable in most cases.
How to use the 'loop' key:
Lets say you have 5 pathnodes daisy chained as follows: 1->2->3->4->5
In a normal follow of the path, the sequence would just go 1,2,3,4,5. Now if you set the 'loop' key on node 5 and have it point to 3, the sequence will go like this:
1,2,3,4,5 and then will start looping 3,4,5 ... 3,4,5 ... 3,4,5 and so on.
Cameras respond to the 'follow' or 'orbit' commands for spline paths. Use the 'followpath' command for scriptobjects or scriptmodels.
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