Trains: Difference between revisions

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This page is about [[Source]] train entities. Train entities move along a pre-determined track, and can look like anything (not just locomotives).


==Entities==
{{Abstract Mapping}}
Main entities
__NOTOC__
*[[func_tracktrain]] — The part that moves. Brush-based.
Train entities move along a predetermined track, and can represent anything that moves.
*[[path_track]] — A waypoint on the track. Invisible and non-solid.
Other entities
*[[func_train]] —
*[[func_plat]] — raises or lowers a stopped train
*[[func_platrot]] — like previous, but turns as it changes height
*[[func_traincontrols]] — lets players control the train
*[[func_trackchange]]
*[[func_trackautochange]]


==Notes==
== Articles ==
*If you want a prop to behave as a train, parent it to an invisible [[func_tracktrain]].
* [[Setting up a basic razor train]]
*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 [[path_track]] by hand. Create the first one, then shift-drag it to create another; the new one will be automatically linked from the previous one. This works even for inserting new path_tracks between existing ones.


==External links==
== Entities ==
==== Main entities ====
*{{ent|func_tracktrain}} - The part that moves. Brush-based.
*{{ent|path_track}} - A waypoint on the track. Invisible and non-solid.
*{{ent|func_tanktrain}} - Train that attacks and dies.


The following SDKNuts tutorials all includes the use of trains:
==== Other entities ====
* [http://www.sdknuts.com/tutorials/wiseTrains.asp Player Controllable Trains]
*{{ent|func_platrot}} - Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]).
* [http://www.sdknuts.com/tutorials/wiseTrains2.asp HL2 Automated Trains]
*{{ent|func_traincontrols}} - Lets players control the train.
* [http://www.sdknuts.com/tutorials/wiseTrains3.asp HL2 Synchronized Trains]
*{{ent|func_trackchange}}
* [http://www.sdknuts.com/tutorials/wiseTrains4.asp HL2 Trains and Complex paths]
*{{ent|func_trackautochange}}
* [http://www.sdknuts.com/tutorials/wiseAltpath.asp Alternate Paths]
 
* [http://www.sdknuts.com/tutorials/wiseElevators.asp HL2 Elevator]
==== Entities [[Non-FGD features|not in the FGD]] ====
* [http://www.sdknuts.com/tutorials/wiseLaser.asp Moving Laser]
*{{ent|func_train}} - Quake-style train; doesn't rotate when turning.
*{{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.}}
 
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Latest revision as of 10:14, 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.