Trains: Difference between revisions
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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 child prop_dynamic for the visual representation of the train.
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{{Abstract Mapping}} | {{Abstract Mapping}} | ||
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*{{ent|func_trackautochange}} | *{{ent|func_trackautochange}} | ||
==== Entities [[ | ==== 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
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Train entities move along a predetermined track, and can represent anything that moves.
Articles
Entities
Main entities
- func_tracktrain - The part that moves. Brush-based.
- path_track - A waypoint on the track. Invisible and non-solid.
- func_tanktrain - Train that attacks and dies.
Other entities
- func_platrot - Raises or lowers a stopped train, turning as it changes height (as seen in Half-Life).
- func_traincontrols - Lets players control the train.
- func_trackchange
- func_trackautochange
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).