There is minimum of 4 entities that must be used to get these ships flying. They are some sort of trigger to start the ships movement, the ship, the starting path_corner, and the ending path_corner. There can be more path_corners in between the first and the last one for a more detailed flying path but only 2 are required.
The misc_viper and misc_strogg_ship are used in a very similar way to a func_train.
The first thing you must do is pick the ship you wish to use. You can place the ship entity anywhere in the level because it will automatically appear at the first path_corner.
The second thing you need to do is to make the beginning and ending path_corners
and any number of ones in between. This will be the actual
path the ships will follow when triggered. Each path_corner
must target the next. You should also give the ship
a target to the first path_corner. So if the first path_corner
has a targetname of p1 then the ship entity will have a target
of p1. If you want the ship to keep going forever then you
will need to set the teleport spawnflag
for the last path_corner
and set the target of the last path_corner back to the first
path_corner. This will actually teleport the ship back to
the area of the first path_corner and create the appearance
of multiple ships. Pretty cool.
The last thing you need to do to get the ship to actually work is to create a trigger of some sort to turn the ship on. If you want it to start when the level starts then you should use a trigger_always. So what this means you have to give the ship a targetname then give the trigger that will be used to turn the ship on a target key value pair equal to the targetname of the ship.
That's all there is to the misc_viper and misc_strogg_ship.