Brush EntityThis entity creates an object that can move between multiple
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.
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
- Move Sound (movesnd) - The sound that is played while the func_train is moving. Options are:
- 0 = No Sound
- 1 = big elev 1
- 2 = big elev 2
- 3 = tech elev 1
- 4 = tech elev 2
- 5 = tech elev 3
- 6 = freight elev 1
- 7 = freight elev 2
- 8 = heavy elev
- 9 = rack elev
- 10 = rail elev
- 11 = squeek elev
- 12 = odd elev 1
- 13 = odd elev 2
- Stop Sound (stopsnd) - The sound that is played when the func_train stopped moving. Options are:
- 0 = no sound
- 1 = big elev stop 1
- 2 = big elev stop 2
- 3 = freight elev stop
- 4 = heavy elev stop
- 5 = rack stop
- 6 = rail stop
- 7 = squeek stop
- 8 = quick stop
- Global Entity Name (globalname)
- 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_corner that the func_train should start at. If not set, the func_train will be at 0 0 0.
- Speed (speed) - The speed the func_train will move at in units/second.
- Angular velocity (avelocity) - Sets up axial rotation. Format: Y Z X.
- Damage on crush (dmg) - If the player is caught between the func_train and a solid brush, this is the amount of damage he will sustain.
- Contents (skin) - This probably changes the sound that the entity makes when you step on it. Needs to be confirmed though.
- Sound Volume (volume) - Range: 0.0 - 1.0
- 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
Notes
- After spawning, the func_train moves instantly to its First Stop Target path_corner. So the entity can be created in another area (and therefore lighting can be controlled), but it will always appear in the right place to the player.
- When making moving targets for things like env_laser, set Render Mode to Texture and Render Amount to 0, and enable the Not Solid flag.
- Origin brushes work in anomalous ways for func_trains:
- The func_train doesn't use the origin brush to align itself to path_corners, instead aligning its geometric centre right over the centre of its path_corners.
- Other entities that target a func_train, such as env_beams, do use the origin_brush.
- A 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.
- Changing the target of a 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).