Trains: Difference between revisions
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*[[func_tracktrain]] — The part that moves. Brush-based. | *[[func_tracktrain]] — The part that moves. Brush-based. | ||
*[[path_track]] — A waypoint on the track. Invisible and non-solid. | *[[path_track]] — A waypoint on the track. Invisible and non-solid. | ||
Other entities | Other entities | ||
*[[func_platrot]] — like previous, but turns as it changes height | |||
*[[func_traincontrols]] — lets players control the train | |||
*[[func_trackchange]] — | |||
*[[func_trackautochange]] — | |||
Entities [[This Feature is Not Available by Default|not in the FGD]] | |||
*[[func_train]] — | *[[func_train]] — | ||
*[[func_plat]] — raises or lowers a stopped train | *[[func_plat]] — raises or lowers a stopped train | ||
==Notes== | ==Notes== |
Revision as of 08:27, 23 September 2007
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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
Main entities
- func_tracktrain — The part that moves. Brush-based.
- path_track — A waypoint on the track. Invisible and non-solid.
Other entities
- func_platrot — like previous, but turns as it changes height
- 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
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 new path_tracks between existing ones.
External links
The following SDKNuts tutorials all includes the use of trains: