func_tanktrain

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This is a brush entity available in all Source games.

Contents

Entity Description

A moving train that follows a path of path_track entities, shoots at the player, and can be killed.

Note:Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path.

In code it is represented by class CFuncTankTrain, defined in hl2_dll\func_tank.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
  • Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
  • Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
  • target
<target_destination> The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting.
  • startspeed
<integer> The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value.
  • speed
<integer> The speed that the train will move at after it spawns, 0 = stopped.
  • velocitytype
<choices> Change Velocity.
Literal value Description
0 Instantaneously
1 Linear blend
2 Ease in/ease out
  • orientationtype
<choices> Change angles.
Literal value Description
0 Never (fixed orientation)
1 Near path_tracks
2 Linear blend
3 Ease in/ease out
  • wheels
<integer> Used for turning and stopping.
  • height
<integer> The height above the track that this train moves.
  • bank
<string> Bank Angle on Turns.
  • dmg
<integer> The amount of damage this train does to entities that block it.
  • _minlight
<string> The minimum level of ambient light that hits this brush.
  • MoveSound
<sound> A sound that is played (and looped) while the train is moving.
  • MovePingSound
<sound> A sound that is played more frequently as the train speeds up.
  • StartSound
<sound> A sound played when the train starts moving.
  • StopSound
<sound> A sound played when the train stops moving.
  • volume
<integer> Volume (10 = loudest).
  • MoveSoundMinPitch
<integer> The sound pitch value that the train will approach as it comes to a stop.
  • MoveSoundMaxPitch
<integer> The sound pitch value that the train will approach as it approaches its "max speed" (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set)
  • MoveSoundMinTime
<float> Minimum interval at which to play the move ping sound.
  • MoveSoundMaxTime
<float> Maximum interval at which to play the move ping sound.
  • health
<integer> Health.

Flags

  • 1 : No Pitch (X-rot)
  • 2 : No User Control
  • 8 : Passable
  • 16 : Fixed Orientation
  • 128 : HL1 Train
  • 256 : Use max speed for pitch shifting move sound
  • 512 : Is unblockable by player

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.
  • SetSpeed <float>
Set the speed of the train, as a ratio of max speed [0, 1]
  • SetSpeedDir <float>
Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1]
  • SetSpeedReal <float>
Set the speed of the train. Must be a positive value from 0 to max speed.
  • Stop
Stop the train.
  • StartForward
Start the train moving forward.
  • StartBackward
Start the train moving backward.
  • Resume
Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input.
  • Reverse
Reverse the direction of the train.
  • Toggle
Toggle the train between start and stop.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnDeath
Fired when the tank is killed.
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