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This page is about [[Source]] train entities. Train entities move along a pre-determined track, and can look represent anything that moves.


==Entities==
{{Abstract Mapping}}
__NOTOC__
Train entities move along a predetermined track, and can represent anything that moves.
 
== Articles ==
* [[Setting up a basic razor train]]
 
== Entities ==
==== Main entities ====
==== Main entities ====
*{{ent|func_tracktrain}} — The part that moves. Brush-based.
*{{ent|func_tracktrain}} - The part that moves. Brush-based.
*{{ent|path_track}} — A waypoint on the track. Invisible and non-solid.
*{{ent|path_track}} - A waypoint on the track. Invisible and non-solid.
*{{ent|func_tanktrain}} — Train that attacks and dies.
*{{ent|func_tanktrain}} - Train that attacks and dies.


==== Other entities ====
==== Other entities ====
*{{ent|func_platrot}} — Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]).
*{{ent|func_platrot}} - Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]).
*{{ent|func_traincontrols}} — Lets players control the train.
*{{ent|func_traincontrols}} - Lets players control the train.
*{{ent|func_trackchange}} —
*{{ent|func_trackchange}}
*{{ent|func_trackautochange}} —
*{{ent|func_trackautochange}}
 
==== Entities [[This Feature is Not Available by Default|not in the FGD]] ====
*{{ent|func_train}} —
*{{ent|func_plat}} — Raises or lowers a stopped train (without rotation).


==Notes==
==== Entities [[Non-FGD features|not in the FGD]] ====
*If you want a prop to behave as a train, parent it to an invisible {{ent|func_tracktrain|}}.
*{{ent|func_train}} - Quake-style train; doesn't rotate when turning.
*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.
*{{ent|func_plat}} - Raises or lowers a stopped train (without rotation).
*You don't need to create each {{ent|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 {{ents|path_track|s}} between existing ones. (For details, see {{ent|path_track}}.)


==External links==
{{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.}}


The following SDKNuts tutorials all includes the use of trains:
[[Category:Hubs]]
* [http://sdknuts.net/akg/tutorials/wiseTrains.asp Player Controllable Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains2.asp HL2 Automated Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains3.asp HL2 Synchronized Trains]
* [http://sdknuts.net/akg/tutorials/wiseTrains4.asp HL2 Trains and Complex paths]
* [http://sdknuts.net/akg/tutorials/wiseAltpath.asp Alternate Paths]
* [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 Elevator]
* [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser]

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

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.