Func train: Difference between revisions
		
		
		
		
		
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 Tip:This entity is not affected by the turning inaccuracy issues that
Tip:This entity is not affected by the turning inaccuracy issues that 
 Bug:It will always try to play sounds, regardless of whether they are actually specified. This can be set to
Bug:It will always try to play sounds, regardless of whether they are actually specified. This can be set to 
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
		
	
| mNo edit summary | SirYodaJedi (talk | contribs)   (→Flags) | ||
| (16 intermediate revisions by 10 users not shown) | |||
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| {{ | {{LanguageBar}} | ||
| {{ | {{back|Trains}} | ||
| {{TabsBar|main=gs|base=func_train}} | |||
| {{Ent not in fgd}} | |||
| {{CD|CFuncTrain|file1=1}} | |||
| {{This is a|brush entity|name=func_train}} | |||
| == | It is a leftover from {{Quake|2}} that ping-pongs between the start and end of a series of [[path_corner]]s. Unlike {{ent|func_tracktrain}}, it does not rotate when turning. | ||
| ===FGD Code== | |||
| <pre>@SolidClass base(Targetname, Origin, RenderFields) = func_train | {{tip|This entity is not affected by the turning inaccuracy issues that <code>func_tracktrain</code> is, making it a good alternative for fast-moving objects.}} | ||
| {{bug|It will always try to play sounds, regardless of whether they are actually specified. This can be set to <code>Default.Null</code> with a volume of 0 to play no sound.}} | |||
| == Keyvalues == | |||
| {{Brush rendering note}} | |||
| {{KV Targetname}} | |||
| {{KV Angles|Initial orientation of the train.}} | |||
| {{KV|Spawn path_corner|intn=target|target_destination|The name of the first path_corner in the train's path. The train will spawn at this path_corner.}} | |||
| {{KV|Speed|intn=speed|float|Speed at which the train moves.}} | |||
| {{KV|Movement Sound|intn=noise1|string|The sound to play when the train moves.}} | |||
| {{KV|Stop Sound|intn=noise2|string|The sound to play when the train stops moving.}} | |||
| {{KV|Sound Volume (0-10)|intn=volume|float|Volume of the sounds emitted when moving and stopping.}} | |||
| {{KV|Crush Damage|intn=dmg|float|Amount of damage to deal to entities blocking the train.}} | |||
| == Flags == | |||
| {{fl|1|Wait to retrigger|Set and unset by game code; should not be set manually.}} | |||
| {{fl|8|Non-solid}} | |||
| == Inputs == | |||
| {{I|Toggle|Toggle movement}} | |||
| {{I|Start|Start movement}} | |||
| {{I|Stop|Stop movement}} | |||
| == FGD Code == | |||
| <!--Editor's note: TexFrameIndex exists on every brush entity, so I'm not sure why it was specifically included here. It should be in KVBaseEntity if anything.--> | |||
| <pre> | |||
| @SolidClass base(Targetname, Origin, Angles, RenderFields) line(255 255 0, targetname, target) = func_train: "An old entity leftover from Quake. It follows a series of path_corner entities." | |||
| [ | [ | ||
| 	spawnflags(flags) = | 	spawnflags(flags) {{=}} | ||
| 	[ | 	[ | ||
| 		8 : "Non-solid" : 0 | 		8 : "Non-solid" : 0 | ||
| 	] | 	] | ||
| 	target(target_destination) : "Spawn path_corner" : : "The name of the first path_corner in the train's path. The train will spawn at this path_corner." | |||
| 	speed(float) : "Speed" : "50" : "Speed at which the train moves." | |||
| 	noise1(sound) : "Movement Sound" : : "The sound to play when the train moves." | 	noise1(sound) : "Movement Sound" : "Default.Null" : "The sound to play when the train moves. This must be specified, but can be set to 'Default.Null' to play no sound." | ||
| 	noise2(sound) : "Stop Sound" : : "The sound to play when the train stops moving. | 	noise2(sound) : "Stop Sound" : "Default.Null" : "The sound to play when the train stops moving. This must be specified, but can be set to 'Default.Null' to play no sound." | ||
| 	volume(float) : "Sound volume (0-10)" : "10" : "Volume of the sounds emitted when moving and stopping." | |||
| 	volume(float) : "Sound volume  | 	dmg(float) : "Crush Damage" : "0" : "Amount of damage to deal to entities blocking the train." | ||
| 	dmg(float) : "Crush Damage" : "0. | |||
| 	// Inputs | |||
| 	input Toggle(void) : "Toggle movement" | 	input Toggle(void) : "Toggle movement" | ||
| 	input Start(void) : "Start movement" | 	input Start(void) : "Start movement" | ||
| 	input Stop(void) : "Stop movement" | 	input Stop(void) : "Stop movement" | ||
| ] | |||
| </pre> | |||
Latest revision as of 11:40, 26 October 2025

 
|  Class hierarchy | 
|---|
| CFuncTrain | 
|  trains.cpp | 
func_train  is a   brush entity  available in all  Source games.
 Source games.
It is a leftover from  Quake that ping-pongs between the start and end of a series of path_corners. Unlike func_tracktrain, it does not rotate when turning.
 Quake that ping-pongs between the start and end of a series of path_corners. Unlike func_tracktrain, it does not rotate when turning.
 Tip:This entity is not affected by the turning inaccuracy issues that
Tip:This entity is not affected by the turning inaccuracy issues that func_tracktrain is, making it a good alternative for fast-moving objects. Bug:It will always try to play sounds, regardless of whether they are actually specified. This can be set to
Bug:It will always try to play sounds, regardless of whether they are actually specified. This can be set to Default.Null with a volume of 0 to play no sound.  [todo tested in ?]Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- Initial orientation of the train.
- Spawn path_corner (target) <targetname>
- The name of the first path_corner in the train's path. The train will spawn at this path_corner.
- Speed (speed) <float>
- Speed at which the train moves.
- Movement Sound (noise1) <string>
- The sound to play when the train moves.
- Stop Sound (noise2) <string>
- The sound to play when the train stops moving.
- Sound Volume (0-10) (volume) <float>
- Volume of the sounds emitted when moving and stopping.
- Crush Damage (dmg) <float>
- Amount of damage to deal to entities blocking the train.
Flags
- Wait to retrigger : [1]
- Set and unset by game code; should not be set manually.
- Non-solid : [8]
Inputs
- Toggle
- Toggle movement
- Start
- Start movement
- Stop
- Stop movement
FGD Code
@SolidClass base(Targetname, Origin, Angles, RenderFields) line(255 255 0, targetname, target) = func_train: "An old entity leftover from Quake. It follows a series of path_corner entities."
[
	spawnflags(flags) {{=}}
	[
		8 : "Non-solid" : 0
	]
	target(target_destination) : "Spawn path_corner" : : "The name of the first path_corner in the train's path. The train will spawn at this path_corner."
	speed(float) : "Speed" : "50" : "Speed at which the train moves."
	noise1(sound) : "Movement Sound" : "Default.Null" : "The sound to play when the train moves. This must be specified, but can be set to 'Default.Null' to play no sound."
	noise2(sound) : "Stop Sound" : "Default.Null" : "The sound to play when the train stops moving. This must be specified, but can be set to 'Default.Null' to play no sound."
	volume(float) : "Sound volume (0-10)" : "10" : "Volume of the sounds emitted when moving and stopping."
	dmg(float) : "Crush Damage" : "0" : "Amount of damage to deal to entities blocking the train."
	// Inputs
	input Toggle(void) : "Toggle movement"
	input Start(void) : "Start movement"
	input Stop(void) : "Stop movement"
]

























