path_corners
. Not just used for trains; in fact, the func_train
is more commonly seen in elevators, platforms, laser targets etc. For a moving object that can be controlled by the player (such as the train in On A Rail), see func_tracktrain
.
common/null.wav
)plats/bigmove1.wav
)plats/bigmove2.wav
)plats/elevmove1.wav
)plats/elevmove2.wav
)plats/elevmove3.wav
)plats/freightmove1.wav
)plats/freightmove2.wav
)plats/heavymove1.wav
)plats/rackmove1.wav
)plats/railmove1.wav
)plats/squeekmove1.wav
)plats/talkmove1.wav
)plats/talkmove2.wav
)common/null.wav
)plats/bigstop1.wav
)plats/bigstop2.wav
)plats/freightstop1.wav
)plats/heavystop2.wav
)plats/rackstop1.wav
)plats/railstop1.wav
)plats/squeekstop1.wav
)plats/talkstop1.wav
)info_null
.path_corner
that the func_train
should start at. If not set, the func_train
will be at (0 0 0).func_train
will move at in units/second. Defaults to 100 if left blank or zero.func_train
moves. Format: Y Z X.func_train
and a solid brush, this is the amount of damage he will sustain. Defaults to 2 if left blank or zero.func_train
moves instantly to its First Stop Target path_corner
. The entity can thus be created in another area (and therefore lighting can be controlled), but it will always appear in the right place to the player.trigger_auto
to activate it at the start of the level.env_beams
, an origin brush is all that is required. Otherwise, set Render Mode to Texture and Render Amount to 0, and enable the Not Solid flag.func_train
doesn't turn to face its heading in any way. Use a func_tracktrain
instead.func_train
along the path is independent of the origin brush; it is instead centered on the bounding box, which is a cuboid that can fit the entire brush geometry of the entity.BOUNDINGBOX
texture; this brush need not encompass the entire entity, but the func_train
is guaranteed to be positioned on its path at the center of this brush. CAVEAT: bounding box is used to determine visibility. If made too small it's liable to suddenly disappear from view if the bbox goes out of visible bounds.path_corners
control various aspects of a func_train
; it can change its speed, make it wait for a set time, teleport a func_train
to its position immediately, or stop the func_train
requiring re-triggering.func_train
's code, and it doesn't check for the classname, so technically any entity can be used, and the func_train
will read the keyvalues and spawnflags as if it's a path_corner
, at the cost of possibly hindering that entity's own functions.trigger_changetarget
can be used to change the current destination of a func_train
. Useful when switching between different tracks, or when you need more control over a func_train
. This can be used to create multi-level elevators, for example.func_train
while it's moving will only take effect after the func_train
has reached its current destination. A train can also be forced to start moving to a new destination immediately by quickly triggering it twice (so it'll stop and restart).func_train
only when it's active and moving. Unlike Angles' Pitch Yaw Roll, angular velocity is only applied axially. The func_train
rotates around its origin while keeping the offset from the pathing center to the origin constant. There is no way to alter this value mid-game, path_corner
included.You must log in to post a comment. You can login or register a new account.