func_tracktrain
Last edited 2 years ago2022-11-28 19:46:59 UTC
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This entity allows you to create a player-controllable train / platform etc. that follows a path consisting of
path_tracks. Unlike
func_trains, func_tracktrains will automatically face the next path_track, similar to how real-world vehicles behave.
Attributes
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- Global Entity Name (globalname) - If your train is going to cross level transitions, it'll need a global name.
- FX Amount (renderamt)
- FX Color (rendercolor)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin) - Overrides the position from which the train will receive its lighting when the map compiles. Useful if the train doesn't have the correct lighting in-game. This can be used with an info_target.
- First stop Target (target) - The name of the path_track to start at.
- Sound (sounds) - Values:
- 0 = none
- 1 = rail 1 (
plats/ttrain1.wav
) - 2 = rail 2 (
plats/ttrain2.wav
) - 3 = rail 3 (
plats/ttrain3.wav
) - 4 = rail 4 (
plats/ttrain4.wav
) - 5 = rail 6 (
plats/ttrain6.wav
) - 6 = rail 7 (
plats/ttrain7.wav
)
- Distance between the wheels (wheels) - This determines how the train behaves when turning corners. Generally the length of the object works here.
- Height above track (height) - This is the height above the path_track that the train will ride, based on the location of the train's origin brush.
- Initial Speed (startspeed) - The speed the train starts at, until overridden by player control or path_track settings.
- Speed (speed) - The maximum speed the player can make a controllable train go in units/second.
- Damage on crush (dmg) - If train movement is blocked by the player, deal out this much damage.
- Volume (volume) - Range: 0 - 10.
- Bank angle on turns (bank) - This is the angle the train will tilt when cornering.
- Minimum Light Level (_minlight) - The minimum light level the train will have, even if its initial position in the editor is in a purely dark room. This is a very aggressive value, so even a value of 0.02 will make the train relatively bright.
Flags
- No pitch(X-rot) (1) - Enabling this will make the train rotate on the Z axis only (yaw - left and right)
- No User Control (2) - Removes the player's ability to control the train (free ride to death?... yeah!)
- Passable (8) - Makes train non-solid.
Notes
- When you create the brush model it must face west (90 degrees - to the left in the top view). When it spawns in the game it will automatically move to the first path_track and orientate itself to face the second path_track.
- Sometimes the entity might require an 180 degree turn to appear correctly in-game, instead of 90. The cause of this is unknown (possibly an engine bug?)
- Changing the degrees in the yaw circle won't affect the direction that the func_tracktrain faces in-game. The degrees in the yaw circle in the path_track don't change anything either.
- func_traincontrols entities allow the player to control the train. They are not part of the func_tracktrain and their placement only determines the area of use. They will automatically stay in that area relative to the train as it moves.
- An origin brush needs to be part of the entity to specify its axes.
- This is one of the few entities that can have 'clip' brushes as part of itself, which prevent player movement (i.e. to stop the player falling off the sides).
3 Comments
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I'll make a tutorial on my channel if I figure it out.
[2024-05-12] While I am a proponent of the origin at the back axle, more realistically moving trains, I can see how it is totally incompatible with track [auto]changers. Gotta have to pick your poison, I guess.
[2024-05-13] Also, a tutorial for track trains is needed.
[2024-07-10] You can control a
func_tracktrain
remotely usinggame_counter_set
entities. Value1
throttles up one notch,-1
down a notch.