Trains: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{otherlang2|
{{LanguageBar}}
ru=Trains:ru
 
|zh-cn=Trains:zh-cn}}
{{Abstract Mapping}}
{{Abstract Mapping}}
__NOTOC__
__NOTOC__
Line 21: Line 20:
*{{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).
{{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.}}


[[Category:Hubs]]
[[Category:Hubs]]

Latest revision as of 11:14, 26 October 2025

English (en)Esperanto (eo)Русский (ru)中文 (zh)Translate (Translate)
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

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.