Trains: Difference between revisions

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== Setting Up a Basic Razor Train ==
== Setting Up a Basic Razor Train ==


First of all start off with your arena (Where you train will be) and get a general idea of how your map will look and how the train will travel in this area.
First of all start off with where in your map you wish to put your train and get a general idea of how your map will look and how the train will travel in this area. Here is an example, nothing special.


== Notes ==
== Notes ==

Revision as of 07:10, 15 October 2009

Template:Otherlang2

This page is about Source train entities. Train entities move along a predetermined track, and can look represent anything that moves.

Entities

Main entities

Other entities

Entities not in the FGD

Setting Up a Basic Razor Train

First of all start off with where in your map you wish to put your train and get a general idea of how your map will look and how the train will travel in this area. Here is an example, nothing special.

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 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