path_tracks
. Unlike func_trains
, func_tracktrains
will turn to face the next path_track
, similar to how real world trains behave.
path_track
to start at.plats/ttrain1.wav
)plats/ttrain2.wav
)plats/ttrain3.wav
)plats/ttrain4.wav
)plats/ttrain6.wav
)plats/ttrain7.wav
)path_track
settings.func_tracktrain
requires an origin brush to align itself with the path_tracks
.◀━━━
180 on the Yaw compass).path_track
and orientate itself to face the second path_track
.func_tracktrain
faces in-game. The degrees in the yaw circle in the path_track
don't change anything either.func_traincontrols
entity allows 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.zhlt_noclip
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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.