Func train

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Contents

Entity Description

FGD Code

@SolidClass base(Targetname, Origin, RenderFields) = func_train
[
	spawnflags(flags) =
	[
		8 : "Non-solid" : 0
	]
	texframeindex(integer) : "Initial Brush Frame Index" : : "Use this to set the initial frame of materials with multiple frames in the brush"
	target(target_destination) : "First path_corner"
	noise1(sound) : "Movement Sound" : : "The sound to play when the train moves."
	noise2(sound) : "Stop Sound" : : "The sound to play when the train stops moving."
	speed(float) : "Speed" : "50.000000" : "Speed at which the brush moves."
	volume(float) : "Sound volume [0.0, 10.0]" : "0.000000"
	dmg(float) : "Crush Damage" : "0.000000"
	input Toggle(void) : "Toggle movement"
	input Start(void) : "Start movement"
	input Stop(void) : "Stop movement"
	input Use(void) : "Toggle movement - has a different functionality than Toggle"
]

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • 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.
  • texframeindex
<integer> Use this to set the initial frame of materials with multiple frames in the brush
  • target
<target_destination> First path_corner
  • noise1
<sound> The sound to play when the train moves.
  • noise2
<sound> The sound to play when the train stops moving.
  • speed
<float> Speed at which the brush moves.
  • volume
<float> Sound volume 0.0 to 10.0
  • dmg
<float> Crush Damage

Flags

  • 8 : Non-solid

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.
  • RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.
  • Toggle
Toggle movement
  • Start
Start movement
  • Stop
Stop movement
  • Use
Toggle movement - has a different functionality than Toggle

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.
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