Trains: Difference between revisions
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This page is about [[Source]] train entities. Train entities move along a predetermined track, and can look represent anything that moves. | |||
== | == Entities == | ||
==== | ==== Main entities ==== | ||
* {{ent|func_tracktrain}} - | *{{ent|func_tracktrain}} - The part that moves. Brush-based. | ||
* {{ent|path_track}} - | *{{ent|path_track}} - A waypoint on the track. Invisible and non-solid. | ||
* {{ent|func_tanktrain}} - | *{{ent|func_tanktrain}} - Train that attacks and dies. | ||
==== | ==== Other entities ==== | ||
* {{ent|func_platrot}} - | *{{ent|func_platrot}} - Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]). | ||
* {{ent|func_traincontrols}} - | *{{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_train}} | ||
* {{ent|func_plat}} - | *{{ent|func_plat}} - Raises or lowers a stopped train (without rotation). | ||
== | == Notes == | ||
* | * If you want a prop to behave as a train, parent it to an invisible {{ent|func_tracktrain|}}. | ||
* | * 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 {{ent|path_track}} by hand. Create the first one, then <code>Shift-drag</code> 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 Team Fortress 2 mappers: If you wish to duplicate the trains as seen in CP Well, it is necessary to parent a [[trigger_hurt]] to a func_tracktrain, as trains will not normally hurt on touch. To get the "killed by train" icon in the killbar, the damage type must be set to freeze. | ||
== | == See Also == | ||
* [[:Category: Level Design]] | * [[:Category: Level Design]] | ||
<! - | <!-- all dead | ||
== | == External links == | ||
The following SDKNuts tutorials all includes the use of trains: | |||
* [http://sdknuts.net/akg/tutorials/wiseTrains.asp | * [http://sdknuts.net/akg/tutorials/wiseTrains.asp Player Controllable Trains] | ||
* [http://sdknuts.net/akg/tutorials/wiseTrains2.asp HL2 | * [http://sdknuts.net/akg/tutorials/wiseTrains2.asp HL2 Automated Trains] | ||
* [http://sdknuts.net/akg/tutorials/wiseTrains3.asp HL2 | * [http://sdknuts.net/akg/tutorials/wiseTrains3.asp HL2 Synchronized Trains] | ||
* [http://sdknuts.net/akg/tutorials/wiseTrains4.asp HL2 | * [http://sdknuts.net/akg/tutorials/wiseTrains4.asp HL2 Trains and Complex paths] | ||
* [http://sdknuts.net/akg/tutorials/wiseAltpath.asp | * [http://sdknuts.net/akg/tutorials/wiseAltpath.asp Alternate Paths] | ||
* [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 | * [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 Elevator] | ||
* [http://sdknuts.net/akg/tutorials/wiseLaser.asp | * [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser] | ||
-> | --> |
Revision as of 06:49, 21 September 2009
This page is about Source train entities. Train entities move along a predetermined track, and can look represent anything that moves.
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
- func_plat - Raises or lowers a stopped train (without rotation).
Notes
- If you want a prop to behave as a train, parent it to an invisible func_tracktrain.
- 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 newpath_tracks
between existing ones. - For Team Fortress 2 mappers: If you wish to duplicate the trains as seen in CP Well, it is necessary to parent a trigger_hurt to a func_tracktrain, as trains will not normally hurt on touch. To get the "killed by train" icon in the killbar, the damage type must be set to freeze.
See Also