Func train: Difference between revisions
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Tip:This entity is not affected by the turning inaccuracy issues that
Bug:It will always try to play sounds, regardless of whether they are actually specified. This can be set to
(Remove (basically empty) entity description header) |
m (Moved FGD code down and made <pre> dark. Added back button.) |
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{{ent not in fgd}} | {{ent not in fgd}} | ||
{{base point|func_train}} It is a leftover from [[Quake]] that ping-pongs between the start and end of a series of path_corners. It was mostly replaced by {{ent|func_tracktrain}} in | {{back|Trains}} | ||
{{base point|func_train}} | |||
== Entity Description == | |||
It is a leftover from [[Quake]] that ping-pongs between the start and end of a series of path_corners. It was mostly replaced by {{ent|func_tracktrain}} in {{gldsrc|4}}, but was still used for looping auto-scrolling backgrounds. In Source, the introduction of parenting has rendered this method obsolete. However, the entity is still functional. | |||
{{tip|This entity is not affected by the turning inaccuracy issues that <code>func_tracktrain</code> is, making it a good alternative for fast-moving objects.}} | {{tip|This entity is not affected by the turning inaccuracy issues that <code>func_tracktrain</code> is, making it a good alternative for fast-moving objects.}} | ||
{{bug|It will always try to play sounds, regardless of whether they are actually specified. This can be set to <code>Default.Null</code> with a volume of 0 to play no sound.}} | {{bug|It will always try to play sounds, regardless of whether they are actually specified. This can be set to <code>Default.Null</code> with a volume of 0 to play no sound.}} | ||
== | ==KeyValues== | ||
{{KV|Spawn path_corner|intn=target|target_destination}} | {{KV|Spawn path_corner|intn=target|target_destination}} | ||
: The name of the first path_corner in the train's path. The train will spawn at this path_corner. | : The name of the first path_corner in the train's path. The train will spawn at this path_corner. | ||
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{{KV|Crush Damage|intn=dmg|float}} | {{KV|Crush Damage|intn=dmg|float}} | ||
: Amount of damage to deal to entities blocking the train. | : Amount of damage to deal to entities blocking the train. | ||
{{KV BaseEntity|brush=1}} | |||
{{KV RenderFields}} | |||
==Flags== | ==Flags== | ||
{{fl|8|Non-solid}} | |||
==Inputs== | ==Inputs== | ||
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==Outputs== | ==Outputs== | ||
{{O BaseEntity}} | {{O BaseEntity|l4d=1}} | ||
==FGD Code== | |||
<!--Editor's note: TexFrameIndex exists on every brush entity, so I'm not sure why it was specifically included here. It should be in KVBaseEntity if anything.--> | |||
{{pre| | |||
@SolidClass base(Targetname, Origin, RenderFields) line(255 255 0, targetname, target) {{=}} func_train: "An old entity leftover from Quake. It follows a series of path_corner entities." | |||
[ | |||
spawnflags(flags) {{=}} | |||
[ | |||
8 : "Non-solid" : 0 | |||
] | |||
target(target_destination) : "Spawn path_corner" : : "The name of the first path_corner in the train's path. The train will spawn at this path_corner." | |||
speed(float) : "Speed" : "50" : "Speed at which the train moves." | |||
noise1(sound) : "Movement Sound" : "Default.Null" : "The sound to play when the train moves. This must be specified, but can be set to 'Default.Null' to play no sound." | |||
noise2(sound) : "Stop Sound" : "Default.Null" : "The sound to play when the train stops moving. This must be specified, but can be set to 'Default.Null' to play no sound." | |||
volume(float) : "Sound volume (0-10)" : "10" : "Volume of the sounds emitted when moving and stopping." | |||
dmg(float) : "Crush Damage" : "0" : "Amount of damage to deal to entities blocking the train." | |||
// Inputs | |||
input Toggle(void) : "Toggle movement" | |||
input Start(void) : "Start movement" | |||
input Stop(void) : "Stop movement" | |||
] | |||
}} | |||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 12:28, 15 May 2022
Entity Description
It is a leftover from Quake that ping-pongs between the start and end of a series of path_corners. It was mostly replaced by func_tracktrain in GoldSrc, but was still used for looping auto-scrolling backgrounds. In Source, the introduction of parenting has rendered this method obsolete. However, the entity is still functional.

func_tracktrain
is, making it a good alternative for fast-moving objects.
Default.Null
with a volume of 0 to play no sound. [todo tested in ?]KeyValues
- Spawn path_corner (target) <targetname>
- The name of the first path_corner in the train's path. The train will spawn at this path_corner.
- Speed (speed) <float>
- Speed at which the train moves.
- Movement Sound (noise1) <string>
- The sound to play when the train moves.
- Stop Sound (noise2) <string>
- The sound to play when the train stops moving.
- Sound Volume (0-10) (volume) <float>
- Volume of the sounds emitted when moving and stopping.
- Crush Damage (dmg) <float>
- Amount of damage to deal to entities blocking the train.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Flags
- Non-solid : [8]
Inputs
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
- Toggle
- Toggle movement
- Start
- Start movement
- Stop
- Stop movement
Outputs
FGD Code
@SolidClass base(Targetname, Origin, RenderFields) line(255 255 0, targetname, target) = func_train: "An old entity leftover from Quake. It follows a series of path_corner entities." [ spawnflags(flags) = [ 8 : "Non-solid" : 0 ] target(target_destination) : "Spawn path_corner" : : "The name of the first path_corner in the train's path. The train will spawn at this path_corner." speed(float) : "Speed" : "50" : "Speed at which the train moves." noise1(sound) : "Movement Sound" : "Default.Null" : "The sound to play when the train moves. This must be specified, but can be set to 'Default.Null' to play no sound." noise2(sound) : "Stop Sound" : "Default.Null" : "The sound to play when the train stops moving. This must be specified, but can be set to 'Default.Null' to play no sound." volume(float) : "Sound volume (0-10)" : "10" : "Volume of the sounds emitted when moving and stopping." dmg(float) : "Crush Damage" : "0" : "Amount of damage to deal to entities blocking the train." // Inputs input Toggle(void) : "Toggle movement" input Start(void) : "Start movement" input Stop(void) : "Stop movement" ]