Func tracktrain (GoldSrc): Difference between revisions
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(Created page with "{{tabs|func_tracktrain|goldsrc=1|source=1|main=source}} {{This is a|name=func_tracktrain|e2|engine=1}} This entity allows you to create a player-controllable train / platform...") |
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{{tabs|func_tracktrain|goldsrc=1|source=1|main=source}} | {{tabs|func_tracktrain|goldsrc=1|source=1|main=source}} | ||
{{ | {{CD|CFuncTrackTrain|goldsrc=1}} | ||
{{this is a|brush entity|name=func_tracktrain|engine=GoldSrc}} This entity allows you to create a player-controllable train / platform etc. that follows a path consisting of [[path_track (GoldSrc)|path_tracks]]. Unlike [[func_train (GoldSrc)|func_trains]], '''func_tracktrains''' will turn to face the next '''path_track''', similar to how real world trains behave. | |||
== Key Values == | == Key Values == | ||
Latest revision as of 05:15, 25 July 2024
| CFuncTrackTrain |
func_tracktrain is a brush entity available in all
GoldSrc games. This entity allows you to create a player-controllable train / platform etc. that follows a path consisting of path_tracks. Unlike func_trains, func_tracktrains will turn to face the next path_track, similar to how real world trains behave.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- First stop target (target) <targetname>
- Sound (sound) <choices>
#t Description 0 None 1 Rail 1 2 Rail 2 3 Rail 3 4 Rail 4 5 Rail 6 6 Rail 7
- Distance between the wheels (wheels) <integer>
- The distance to the train's "front wheels", calculated forwards from the train's origin. This determines the heading, or the angle the trains face when turning corners.
- Height above track (height) <integer>
- This is the height above the path_track that the train will ride, based on the location of the train's origin brush.
- Initial speed (startspeed) <integer>
- The speed the train starts at, until overridden by player control or path_track settings.
- Speed (units per second) (speed) <integer>
- The maximum speed the player can make a controllable train go in units/second. The global entity speed limit is 2000.
- Damage on crush (dmg) <integer>
- If train movement is blocked by the player, deal out this much damage.
- Volume (10 = loudest) (volume) <integer>
- Bank angle on turns (bank) <string>
- This is the angle the train will tilt when cornering.
- Minimum light level (_minlight) <string>
- The minimum light level the train will have, even if its initial position in the editor is in a purely dark room. This is a very aggressive value, so even a value of 0.02 will make the train relatively bright.
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Minimum light level (_minlight) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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Flags
- No Pitch (X-rot : [1]
- Enabling this will make the train rotate on the Z axis.
- No User Control : [2]
- Removes the player's ability to control the train.
- Passable : [8]
- Makes train non-solid.