Trains: Difference between revisions
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{{Abstract Mapping}} __NOTOC__ | {{Abstract Mapping}} __NOTOC__ | ||
This page is about [[Source]] train entities. Train entities move along a pre-determined track, and can look | This page is about [[Source]] train entities. Train entities move along a pre-determined track, and can look represent anything that moves. | ||
==Entities== | ==Entities== | ||
==== Main 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. | ||
==== 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_traincontrols}} — Lets players control the train. | ||
* | *{{ent|func_trackchange}} — | ||
* | *{{ent|func_trackautochange}} — | ||
==== Entities [[This Feature is Not Available by Default|not in the FGD]] ==== | ==== 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== | ==Notes== | ||
*If you want a prop to behave as a train, parent it to an invisible | *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. | *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 | *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 {{ent|path_track}}s between existing ones. (For details, see {{ent|path_track}}.) | ||
==External links== | ==External links== |
Revision as of 10:04, 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 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 new path_tracks between existing ones. (For details, see path_track.)
External links
The following SDKNuts tutorials all includes the use of trains: