Trains: Difference between revisions

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This page is about [[Source]] train entities. Train entities move along a predetermined track, and can look represent anything that moves.
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Train entities move along a predetermined track, and can represent anything that moves.
 
== Articles ==
* [[Setting up a basic razor train]]


== Entities ==
== Entities ==
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*{{ent|func_trackautochange}}
*{{ent|func_trackautochange}}


==== Entities [[This Feature is Not Available by Default|not in the FGD]] ====
==== Entities [[Non-FGD features|not in the FGD]] ====
*{{ent|func_train}}
*{{ent|func_train}} - Quake-style train; doesn't rotate when turning.
*{{ent|func_plat}} - Raises or lowers a stopped train (without rotation).
*{{ent|func_plat}} - Raises or lowers a stopped train (without rotation).


== Notes ==
{{placement tip|While trains can be made purely from [[brushes]], brushes are lit statically based upon their initial spawning position, which can look weird when the train moves between locations of different lighting conditions (ex: sun to shade). Consider creating the train brush out of [[clip]] or [[skip]] and using a [[parenting|child]] {{ent|prop_dynamic}} for the visual representation of the train.}}
* If you want a prop to behave as a train, parent it to an invisible {{ent|func_tracktrain|}}.
* Trains must be constructed facing east (in the Top viewport of Hammer, this is facing right) otherwise they will be pointing the wrong direction in-game. They will turn themselves to face the correct direction.
* You don't need to create each {{ent|path_track}} by hand. Create the first one, then <code>Shift-drag</code> it to create another; the new one will be automatically linked from the previous one. This works even for inserting new {{ents|path_track|s}} between existing ones.
* For Team Fortress 2 mappers: If you wish to duplicate the trains as seen in CP Well, it is necessary to parent a [[trigger_hurt]] to a func_tracktrain, as trains will not normally hurt on touch. To get the "killed by train" icon in the killbar, the damage type must be set to freeze.
 
== See Also ==
* [[:Category: Level Design]]


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[[Category:Hubs]]
== External links ==
The following SDKNuts tutorials all includes the use of trains:
* [http://sdknuts.net/akg/tutorials/wiseTrains.asp Player Controllable Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains2.asp HL2 Automated Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains3.asp HL2 Synchronized Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains4.asp HL2 Trains and Complex paths]
* [http://sdknuts.net/akg/tutorials/wiseAltpath.asp Alternate Paths]
* [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 Elevator]
* [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser]
-->

Latest revision as of 11:14, 26 October 2025

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Train entities move along a predetermined track, and can represent anything that moves.

Articles

Entities

Main entities

Other entities

Entities not in the FGD

  • func_train - Quake-style train; doesn't rotate when turning.
  • func_plat - Raises or lowers a stopped train (without rotation).
PlacementTip.gifPlacement Tip:While trains can be made purely from brushes, brushes are lit statically based upon their initial spawning position, which can look weird when the train moves between locations of different lighting conditions (ex: sun to shade). Consider creating the train brush out of clip or skip and using a child prop_dynamic for the visual representation of the train.