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This entity creates a moving object. Not just used for trains; in fact, the func_train is more commonly seen in elevators, platforms, laser targets etc.
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)
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.
Sound Volume (volume) - Range: 0.0 - 1.0
Minimum Light Level (_minlight)
Not solid (8)
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.
No origin brush is required - the func_train aligns itself so that its centre is right over the centre of its path_corners.